Game system and game information storage medium used for same

ABSTRACT

A game system includes a housing to be held by a player. The housing incorporates an XY-axis acceleration sensor to detect an acceleration in an X-axis and Y-axis direction and a Z-axis contact switch to detect an acceleration in a Z-axis direction. These sensor and switch detect at least one of an amount (e.g. tilt amount, movement amount, impact amount or the like) and a direction (e.g. tilt direction, movement direction, impact direction or the like) of a change applied to the housing. A simulation program provides simulation such that a state of a game space is changed related to at least one of the amount and direction of the change applied to the housing.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to a game system and game information storagemedium used for same. More particularly, the invention relates to a gamesystem and game information storage medium used for same, which detectsa change amount and direction of a tilt, movement or impact applied to ahousing of a portable game apparatus or to a controller of a video gameapparatus.

2. Description of the Prior Art

In operating the conventional portable game apparatus, a playermanipulates the operation switch, such as a direction instructing keyjoystick) or buttons while holding the video game machine's controller(controller housing) or portable game apparatus' housing by both hands.For example, if the player presses a direction instructing key at anyone of up, down, left and right pressing points, a moving(player-controlled) character is moved in the pressed direction of up,down, left or right. If the action button is operated, the movingcharacter is changed in state of display, e.g. the moving character iscaused in action, such as jump, as defined on the action button.

Also, in the conventional game apparatus or game software (gameinformation storage medium), the player can operate the operation switchin order to change the motion of a moving (player-controlled) characteracting as a player's other self on the screen. Consequently, it has beendifficult for the player to change the game space (or background scene)freely through his or her manipulation.

In the conventional game operation method, the player has been requiredto remember the way to operate a game according to the suggestion givenin the game-software instruction manuals. Furthermore, the use ofgeneral-purpose operation switch has made it difficult to realize achange of the game space (or game scene) in a manner matched to anoperation-switch manipulation feeling of the player, resulting inmismatch between operation feeling and screen-display state. Under suchsituations, the player possibly has encountered difficulty inconcentrating on a game play before mastering the way to manipulate thegame, losing his or her interest.

Meanwhile, with the conventional game apparatus or game software, thegame space (or background scene) could not have been changed by player'soperation, thus insufficient in game space variation and henceamusement.

SUMMARY OF THE INVENTION

Therefore, it is a primary object of the invention to provide a gamesystem and game information storage medium used for same which canchange the state of a game space according to operation by a player.

Another object of the invention is to provide a game system and gameinformation storage medium used for same which can change the state of agame space through simple operation so that a player can concentrate ongame play with enhanced enthusiasm without the necessity of skill onoperation way.

Still another object of the invention is to provide a game system andgame information storage medium used for same which can realize thechange of a game scene matched to an operation feeling through the matchbetween player's operation and game-space change.

Yet another object of the invention is to provide a game system and gameinformation storage medium used for same which can change the state of agame space through the interaction with a plurality of portable gameapparatuses to allow a plurality of players to cooperate or compete withthereby providing a variety of game-space change states, enhancedinterest of game and virtual reality amusement.

A first invention (invention of claim 1) is a game system having in arelated fashion, to a game apparatus having game program storage meansstoring a game program and processing means for executing the gameprogram, display means to display an image based on a result ofprocessing by the processing means. Provided are a housing to be held bya player and change-state detecting means. The change-state detectingmeans is provided related to the housing and detects at least one of anamount (e.g. tilt amount, movement amount, impact amount or the like)and a direction (e.g. tilt direction, movement direction, impactdirection or the like) of a change applied to the housing. The gameprogram storage means stores game space data, a display control programand a simulation program.

The game space data includes image data to display a space for gameplay. A display control program causes the display means to display agame space based on the game space data. A simulation program simulatesbased on an output of the change-state detecting means such that a stateof the game space is changed related to at least one of a change amountand a change direction applied to the housing.

Here, game space means a world of a game that the game is possible toplay, and is different by game kind or genre and presented to a playerthrough a display screen. For example, for an action or roll-playinggame having a moving (player-controlled) character to move therein, gamespace may be a background, a maze or other maps. For a battle game, itmay be a ring (in addition to this, included is a space of audienceseats and the above of ring). For a race game, it may be a space of acourse for running and a periphery of the course. For a shooting game, abackground scene such as a cosmic space for a background of a character(however, characters are not requisite, and a game space no characterexists is to be contemplated). In a game using a tool, game space may bea scene to associate use of a tool.

Simulation refers to game control for analogously representing a changecaused in the actual space in a form of a game-space state change, basedon at least one of an amount and a direction of a tilt, movement orimpact applied to the housing. Game control includes the case ofsimulation on a state change of the game space itself and the case ofsimulation of an indirect effect upon another object caused due to achange in state of the game space. The former is a case that simulationis made such that, when an impact is given to the housing, a land in thegame space is transformed on an assumption that energy has been suppliedto the game space. The latter is a case that simulation is made suchthat, when the housing is tilted, a ball existing on a maze plate rollson an assumption that the maze plate as an example of a game space istilted. Where simulating a state change of a game space, it is possibleto consider a case of varying a parameter such as of temperature rise inthe game space, in addition to the case of causing a change of displayincluding land transformation.

A second invention (invention of claim 15) is a game information storagemedium storing a game program and detachably loaded in a game systemstructured by operating means having display means in a related mannerand including a housing to be held by a player, change-state detectingmeans provided related to the housing and for detecting at least one ofan amount and a direction of a change applied to the housing, andprocessing means to display on the display means an image obtained byprocessing a program. The game information storage medium stores gamespace data, a display control program and a simulation program.

The game space data includes image data to display a space for gameplay. A display control program causes the display means a game spacebased on the game space data. A simulation program provides simulationbased on an output of the change-state detecting means such that a stateof the game space is changed related to at least one of an amount and adirection of a change applied to the housing.

A third invention (invention of claim 16) is a game information storagemedium storing a game program and detachably loaded in a portable gameapparatus including a housing integrally having display means to be heldby a player, and processing means to display on the display means animage obtained by processing a program, wherein a change-state detectingmeans is provided related to one of the portable game apparatus and thegame information storage medium and for detecting at least one of anamount and a direction of a change applied to one of a housing of theportable game apparatus and the game information storage medium.

The game information storage medium stores game space data, a displaycontrol program and a simulation program. The game space data includesimage data to display a space for game play. A display control programcauses the display means to display a game space based on the game spacedata. A simulation program provides simulation based on an output of thechange-state detecting means such that a state of the game space ischanged related to at least one of an amount and a direction of a changeapplied to the housing.

A fourth invention (invention of claim 18) is a game system structuredat least by two game apparatuses to be interacted with each other. Thetwo game apparatuses each have game program storage means to store aprogram, processing means to execute a game program, and a housing to beheld by a player, and in a related fashion display means to display animage based on a result of processing by the processing means. At leastone of the two game apparatuses is provided related to the housing andhaving change-state detecting means to detect at least one of an amountand a direction of a change applied to the housing. The game systemfurther having data transmitting means connected to the two gameapparatuses and for transmitting mutually-related data to the gameapparatus on the opposite side.

The respective of the game program storage means of the two gameapparatuses store game space data and display control programs. The gamespace data includes image data to display a space for game play. Thedisplay control program to cause the display means to display a gamespace based on the game space data. The game program storage means of atleast the other of the two game apparatuses further includes asimulation program to provide simulation based on an output of thechange-state detecting means of the one game apparatus transmittedthrough the data transmitting means such that a state of the game spaceof the other of the game apparatuses is changed related to at least oneof an amount and a direction of a change applied to the housing of oneof the game apparatuses.

According to this invention, it is possible to obtain a game system andgame information storage medium used for same that can change a state ofa game space.

Also, according to the invention, a game system and game informationstorage medium used for same is to be obtained which can change thestate of a game space through simple operation so that a player canconcentrate on game play with enhanced enthusiasm without the necessityof skill on operation ways.

Also, according to the invention, a game system and game informationstorage medium used for same is to be obtained which can realize thechange of a game scene matched to an operation feeling through the matchbetween player's operation and game-space change.

Further, according to the invention, a game system and game informationstorage medium used for same is to be obtained which can change thestate of a game space through the interaction with a plurality ofportable game apparatuses to allow a plurality of players to cooperateor compete with thereby providing a variety of game-space change states,enhanced interest of game and virtual reality amusement.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an external view of a portable game apparatus of oneembodiment of the present invention;

FIG. 2 is a view showing a definition of XYZ axes;

FIG. 3 is a block diagram of the portable game apparatus;

FIG. 4 is a block diagram of a sensor interface;

FIG. 5 is a diagram showing a principle on measuring the output of anacceleration sensor;

FIG. 6 is a view showing a structure of a Z-axis contact switch;

FIG. 7 is a view showing that a movement input (or impact input) in theZ-axis direction is detected by the Z-axis contact switch;

FIG. 8 is an example of a game scene of a first embodiment;

FIG. 9 is an illustrative view showing a slide input;

FIG. 10 is an illustrative view showing a tilt input;

FIG. 11 is an illustrative view showing an impact input in an X-axis orY-axis direction;

FIG. 12 is an illustrative view showing a movement input (impact input)in the Z-axis direction;

FIG. 13 is an illustrative view showing a way to utilize a slide input;

FIG. 14 is an illustrative view showing a way to utilize a tilt input;

FIG. 15 is an illustrative view showing a way to utilize an impactinput;

FIG. 16 is a memory map of a program ROM of the first embodiment;

FIG. 17 is a memory map of a work RAM of the first embodiment;

FIG. 18 is a memory map of a display RAM of the first embodiment;

FIG. 19 is a memory map of a backup RAM of the first embodiment;

FIG. 20 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 21 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 22 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 23 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 24 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 25 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 26 is an acceleration-sensor output conversion table of the firstembodiment;

FIG. 27 is a main routine flowchart of the first embodiment;

FIG. 28 is a 0G set process flowchart of the first embodiment;

FIG. 29 is a neutral-position set process flowchart of the firstembodiment;

FIG. 30 is a game map elect process flowchart of the first embodiment;

FIG. 31 is a sensor output read process flowchart of the firstembodiment;

FIG. 32 is an each-object moving process flowchart of the firstembodiment;

FIG. 33 is a player-character moving process flowchart of the firstembodiment;

FIG. 34 is an NPC moving process flowchart of the first embodiment;

FIG. 35 is a jump moving process flowchart of the first embodiment;

FIG. 36 is a wave moving process flowchart of the first embodiment;

FIG. 37 is a collision process flowchart of the first embodiment;

FIG. 38 is a screen-scroll explanatory view (before scroll) of the firstembodiment;

FIG. 39 is a screen-scroll explanatory view (after scroll) of the firstembodiment;

FIG. 40 is a screen-scroll process flowchart of the first embodiment;

FIG. 41 is an example of a game scene of a second embodiment;

FIG. 42 is an example of a game scene (land-upheaval process) of thesecond embodiment;

FIG. 43 is an example of a game scene (range-of-sight moving process) ofthe second embodiment;

FIG. 44 is an example of a game scene (temperature increasing process)of the second embodiment;

FIG. 45 is a memory map of a program ROM of the second embodiment;

FIG. 46 is a memory map of a work RAM of the second embodiment;

FIG. 47 is a main routine flowchart of the second embodiment;

FIG. 48 is a range-of-sight moving process flowchart of the secondembodiment;

FIG. 49 is a land-upheaval process flowchart of the second embodiment;

FIG. 50 is an example of a game scene of a third embodiment;

FIG. 51 is an example of a game scene (frypan space process) of thethird embodiment;

FIG. 52 is an example of a game scene (frypan space process) of thethird embodiment;

FIG. 53 is an example of a game scene (kitchen-knife space process) ofthe third embodiment;

FIG. 54 is a memory map of a work RAM of the third embodiment;

FIG. 55 is a main routine flowchart of the third embodiment;

FIG. 56 is a frypan space process flowchart of the third embodiment;

FIG. 57 is a kitchen-knife space process flowchart of the thirdembodiment;

FIG. 58 is an egg jump process flowchart of the third embodiment;

FIG. 59 is cabbage cut process flowchart of the third embodiment;

FIG. 60 is an example of a game scene of a fourth embodiment;

FIG. 61 is a main routine flowchart of a game apparatus 10 of a fourthembodiment;

FIG. 62 is a main routine flowchart of a game apparatus 40 of the fourthembodiment;

FIG. 63 is a mater-unit map confirming process flowchart of the fourthembodiment;

FIG. 64 is a slave-machine map confirming process flowchart of thefourth embodiment;

FIG. 65 is a master-machine communication interrupt process flowchart ofthe FIG. 4 embodiment;

FIG. 66 is a slave-machine communication interrupt process flowchart ofthe FIG. 4 embodiment;

FIG. 67 is an example that the invention is applied to a controller of ahome-use game apparatus; and

FIG. 68 is an example of a scene that the invention is applied to acontroller of a home-use game apparatus.

BRIEF DESCRIPTION OF THE PREFERRED EMBODIMENTS First Embodiment

With reference to FIG. 1 to FIG. 40, explanations will be made on aportable game apparatus according to a first embodiment of the presentinvention. FIG. 1 is an outside view showing a portable game apparatus.The portable game apparatus includes a game machine main body 10 and agame cartridge (hereinafter referred merely to as “cartridge”) 30 to beunloadably loaded on the game machine main body 10. The cartridge 30,when loaded on the game machine main body 10, is put in electricalconnection to the game machine main body. The game machine main body 10is provided with a housing 11. The housing 11 includes therein a boardhaving circuits configured as shown in FIG. 3, hereinafter described.The housing 11 has, on one main surface, a LCD 12 and operation keys 13a-13 e and, on the other surface, a hole (cartridge insertion hole) 14formed to receive a cartridge 30. A connector 15 is provided on a sidesurface, to allow connection with a communication cable forcommunication, as required, with other portable game apparatuses.

FIG. 2 is an illustrative view showing a relationship between theportable game apparatus and XYZ axes thereon. In a state the portablegame apparatus is positioned with the LCD 12 directed up and theoperation switches positioned toward this, an X-axis is taken in ahorizontal direction of the portable game apparatus (a plus directiontaken rightward), an Y-axis is in a vertical direction (a plus directiontaken depthwise), and a Z-axis is in a thickness direction (a plusdirection taken upward).

FIG. 3 is a block diagram of the portable game apparatus. The gamemachine main body 10 incorporates a board 27 therein. The board 27 ismounted with a CPU 21. The CPU 21 is connected with a LCD driver 22, anoperation key 13, a sound generator circuit 23, a communicationinterface 24, a display RAM 156 and a work RAM 26. The sound generatorcircuit 23 is connected with a speaker 16. The communication interface24 is to be connected to another portable game apparatus 40 through aconnector 15 and communication cable 50. Note that, although thecommunication method with the other portable game apparatus 40 was shownby a method using the communication cable 50, it may use radiocommunication, handy phone or the like.

The cartridge 30 incorporates a board 36. The board 36 is mounted with aprogram ROM 34 storing a game program and game data, hereinafterdescribed with reference to FIG. 16, and a backup RAM 35 storing a gamedata, hereinafter described with reference to FIG. 19. In addition tothese storage means, the cartridge 30 includes, as one example ofdetecting means for detecting tilt, movement and impact to the portablegame apparatus main body, an XY-axis acceleration sensor 31 to detectaccelerations in X-axis and Y-axis directions and a Z-axis contactswitch 32 to detect an acceleration in a Z-axis direction. Also, thecartridge 30 includes a sensor interface 33 as an interface to theacceleration detecting means. Where using a triaxial acceleration sensorcapable of detecting accelerations in all the X-axis, Y-axis and Z-axisdirections, the Z-axis contact switch 32 will be unnecessary.Incidentally, the biaxial acceleration sensor (XY-axis accelerationsensor) is more inexpensive than that sensor. Because this embodimentdoes not require high accuracy of acceleration detection in the Z-axisdirection, a Z-axis contact switch 32 is employed that is simple instructure and cheap in price. Also, where high accuracy is not requiredin the XY-axis direction, detecting means having a similar structure tothe Z-axis contact switch may be used in detecting an acceleration inthe XY-axis direction.

The program ROM 34 is stored with a game program to be executed by a CPU21. The work RAM 26 is stored with temporary data required to executethe game program. The backup RAM 35 is to store game data to be keptmemorized even where a power to the portable game apparatus be turnedoff. The display data obtained through executing the game program by theCPU 21 is stored in the display RAM 25, which can be displayed on theLCD 12 through a LCD driver 22. Similarly, the sound data obtainedthrough executing the game program by the CPU 21 is delivered to thesound generator circuit 23 so that sound is generated as effected soundthrough the speaker 16. Operation switches 13 are for game operation.However, the operation key 13 is auxiliary one as far as the presentembodiment is concerned. The player is allowed to operate for game playprincipally by tilting or moving or giving impact to the portable gameapparatus. The tilt, movement and impact to the portable game apparatusduring game operation are to be detected by the XY-axis accelerationsensor 31 and Z-axis contact switch 12. The CPU 21 can execute the gameprogram by utilizing the output values of the acceleration detectingmeans.

For a game with using a plurality of portable game apparatuses, the dataobtained through executing a game program by the CPU 21 is delivered tothe communication interface 24 and then sent to another portable gameapparatus 40 via the connector 15 and communication cable 50. Meanwhile,the game data of the other portable game apparatus 40 comes to the CPU21 through the communication cable 50, connector 15 and communicationinterface 24.

FIG. 4 is a detailed block diagram of the sensor interface 33. Thesensor interface 33 includes an X counter 331, a Y counter 332, a countstop circuit 33, latches 334 and 335, a decoder 336 and ageneral-purpose I/O port 337. The X counter 331 counts pulses of a clocksignal Φ based on an XY-axis output of the acceleration sensor 31. The Ycounter 332 counts pulses of the clock signal Φ based on a Y-axisoutput. The count stop circuit 333 sends a count stop signal to the Xcounter 331 in response to a fall in an X-axis output of the XY-axisacceleration sensor 31, and a count stop signal to the Y counter 332 inresponse to a fall in the Y-axis output. The latches 334 and 335 holdrespective values of the X counter 331 and the Y counter 332. Thedecoder 336 transmits a start/reset signal to the X counter 331, Ycounter 332, latches 334 and 335. The general-purpose I/O port 337 isused to connect with an extension unit. The latches 334 and 335 alsohold an output value of the Z-axis contact switch 32 (“0” or “1”).Specifically, a highest order bit of the latch 334, 335 is assigned toan output value of the Z-axis contact switch 32, while the remaininglower order bits are assigned to the values of the X counter and Ycounter. The extension units connectable to the general-purpose I/O port337 include a vibration unit which vibrates in relation to a gameprogram providing a game with a realism feeling.

FIG. 5 is an illustrative view showing a principle that the sensorinterface 33 measures a count value having a corresponding magnitude toan acceleration from an output of the acceleration sensor 31. Theacceleration sensor 31 in this embodiment outputs a signalrepresentative of an acceleration magnitude with a duty ratio changedwith respect to one period of a waveform (period 1). It is shown in thiscase that the greater the ratio of a high level period (period 2 orperiod 3) within one period the greater an acceleration has beendetected. Also, the acceleration sensor 31 outputs a magnitude of X-axisacceleration through its X-axis output and a magnitude of Y-axisacceleration through the Y-axis output.

When a count start signal outputted from the decoder 336 becomes a lowlevel, the X counter 331 detects a rise from low to high level in theX-axis output and then starts counting. Specifically, the X counter 331inches up its count value each time a clock signal Φ is given, and stopsthe counting in response to a count stop signal sent from the count stopcircuit 333. In this manner, the X counter 331 counts on the clocksignal Φ during a period (period 2) of between a rise of an X-axisoutput to a high level and a fall of same to a low level, immediatelyafter the count start signal has become a low level. The Y counter 332,similarly, counts on the clock signal Φ during a period (period 3) ofbetween a rise of the Y-axis output to a high level and a fall of sameto a low level, immediately after the count start signal has become lowlevel. In this manner, the X counter 331 holds a count value dependentupon a magnitude of an X-axial acceleration while the Y counter 332holds a count value dependent upon a magnitude of a Y-axialacceleration. The values of the X counter 331 and Y counter 332 are heldin the latch 334 and latch 335 so that the data of latches 334 and 335can be read out by the CPU 21 through the data bus and utilized for agame program.

The X counter 331 and the Y counter 332 each perform counting, forexample, from “0” up to “31”, wherein setting is made such that, withrespect to a count value “15” as a reference (acceleration 0), −2G(twice a gravity acceleration in a minus direction) is assigned by acount value “0” and 2G (twice the gravity acceleration in a plusdirection) is by a count value “31”. The CPU 21 reads in such a countvalue based on a game program wherein the count value “15” is read as“0”, the count value “0” as “−15” and the count value “31” as “16”.Accordingly, when the acceleration sensor 31 detects an acceleration inthe minus direction, the CPU has a minus (−) reading value. When anacceleration in the plus direction is detected, the CPU has a plus (+)reading value.

FIG. 6 shows a structural of the contact switch 32. The contact switch32 is structured by a spherical contact 321, contacts 322 and 323, and abox member 324 which are formed of a conductor. Specifically, thespherical contact 321 is movably held almost at a center of a spacedefined within the member 324. For this reason, the box member 324 has,in its inner bottom, a depression 324 a at which the spherical contact321 can be rested at almost the center. The box member 324 has, atabove, sheet-formed contacts 322 and 323 having respective one endsformed with semicircular cut-outs 322 a and 323 a. The sheet contacts322 and 323, at their other ends, are secured to a board 36 with the oneends opposed to each other. The box member 324 is fixedly held by theboard 36 in a state of hung through the contact 322 and 323. With thisstructure, if the cartridge 30 is powerfully moved in the Z-axisdirection (in a plus or minus direction), the spherical contact 321shown in FIG. 7 is moved in the Z-axis direction within the box member324 and contacts with the contacts 322 and 323 simultaneously. Thus, thecontact 322 and the contact 323 are conducted through the sphericalcontact 321, thereby detecting an acceleration input in the Z-axisdirection. Based on a time for which the contact 322 and the contact 323are in conduction, it is possible to detect a magnitude of accelerationin the Z-axis direction. Note that, when the cartridge 30 is moderatelytilted, the spherical contact 321 moves in the box member 324 but doesnot short-circuit between the contacts 322 and 323, detecting noacceleration.

FIG. 8 shows an example of a game scene. In this game scene, there aredisplayed a ball 61 as one example of a player character, tortoises 62as one example of an enemy character (non-player character; hereinafterabbreviated as “NPC”), and a wall 63 and hole 64 forming a maze. Becausea game map is a virtual map that is broader than a display range on anLCD 12, LCD 12 can display only part of the game map so that scroll ismade in accordance with the movement of the player character 61.Although three tortoises 62 a-62 c are displayed as NPC on the LCD 12,there exist many of other tortoises in the game map. Also, there existon the game map such lands as floors, ice surfaces, and under waters.

The ball 61 is changed in its moving amount or direction by player'soperation, such as tilting of or applying movement or impact to theportable game apparatus. The shape is changed as required. Although thetortoise 62 is controlled of movement (moved by self-control) by thegame program, it is moved or changed in shape where the player tilts,moves or gives impact to the portable game apparatus.

Outlining this game, a player can manipulate the ball 61 on the game mapwith a maze formed by the walls 63, and smashes the tortoises 62 a-62 cas an example of NPC. A tortoise if smashed will be vanished or erasedaway. If all the tortoises are successfully vanished out of the gamemap, game clear is reached. There exist some holes 64 on the game map.If the ball 61 is fallen into the hole 64, one mistake is counted or thegame becomes over.

FIG. 9 to FIG. 12 illustrate examples of game operation. FIG. 9illustrates a slide input in the X-axis or Y-axis direction. A movement(slide) in the X-axis direction is detected based upon an X-axis outputof the XY-axis acceleration sensor 31, and a movement (slide) in theY-axis direction is detected based on a Y-axis output of the XY-axisacceleration sensor 31 (acceleration is caused by movement in the X-axisor Y-axis direction). FIG. 10 illustrates a tilt input about the X or Yaxis. A tilt about the X-axis is detected based on a Y-axis output ofthe XY-axis acceleration sensor 31, and a tilt about the Y-axis isdetected based upon an X-axis output of the XY-axis acceleration sensor31 (a tilt if caused about the X-axis gives rise to acceleration in theY-axis direction due to gravity, and a tilt if caused about the Y-axiscauses acceleration in the X-axis direction due to gravity). FIG. 11illustrates an impact input in the X-axis or Y-axis direction. Theacceleration input in the X-axis direction is outputted at an X-axisoutput of the XY-axis acceleration sensor 31. In the case this outputvalue is a constant value or greater, it is considered that there hasbeen an impact input. Also, the acceleration input in the Y-axisdirection is outputted at a Y-axis output of the XY-axis accelerationsensor 31. In the case this output value is a constant value or greater,it is considered that there has been an impact input. FIG. 12illustrates a movement input (or impact input) in the Z-axis direction.The movement (or impact) in the Z-axis direction is detected by theZ-axis contact switch 32.

FIG. 13 to FIG. 15 illustrate an examples of a way to utilize therespective ones of game operation stated above. FIG. 13 illustrates away to utilize a slide input (as one example of a game scene in a gamemap select process hereinafter described with reference to FIG. 30). Ina case of displaying on the LCD 12 a part area of a virtual map broaderthan a display range of the LCD 12, the display area is scrolled bygiving a slide input. Specifically, where providing a slide input in anX-axis plus direction, to be displayed is an area moved in the X-axisplus direction from the present display area. A slide input in theY-axis direction is similarly processed to this. By thus processing aslide input, it is possible to provide a player with a feeling as if heor she peeps part of a vast world through the LCD 12. Incidentally, inthis embodiment, such slide input alike this is merely utilized in agame map select process hereinafter described with reference to FIG. 30,but not utilized in a game-map scroll process as a main game process.The way of processing to scroll a game map will be hereinafter describedwith reference to FIG. 38 to FIG. 40.

FIG. 14 illustrates a way to utilize a tilt input about an X or Y axis.Where there is a tilt input about the X-axis, display is made such thata game character in a game scene (player character 61 and NPC 62) ismoving parallel in the Y-axis direction (where tilting in a plusdirection about the X-axis, display is made such that the game characteris moving parallel in a Y-axis minus direction). Also, where there is atilt input about the Y-axis, display is made such that the gamecharacter in the game scene, player character 61 and NPC 62) is movingparallel in the X-axis direction (where tilting in a minus directionabout the Y-axis, display is made such that the game character movesparallel in an X-axis minus direction). By thus processing a tilt input,it is possible to provide a player with a feeling as if a maze plate, asa game space, was tilted likewise the portable game apparatus and thegame character was sliding (rolling) over the tilted maze plate.Incidentally, the game map includes lands, such as floor surface, icesurface and under-water, providing factors to vary a moving amount ofthe ball 61, so that an amount of movement is varied by a tilt input ina manner dependent upon a place where the game character is present. Forexample, the ball 61 is changed in magnitude of control in such a waythat the movement amount is great on an ice surface easy to slidewhereas the movement amount is small at under-water.

FIG. 15 shows a way to utilize impact input or Z-axis movement input.When an impact input is applied in the X-axis or Y-axis direction, adifferent process is performed from the tilt input process (gamecharacter movement due to tilting the maze plate). For example, wavesare caused in a water surface as a game space. When an impact input isapplied in the X-axis plus direction, waves are caused in the X-axisplus direction. When an impact input is applied in an X-axis minusdirection, waves are caused in the X-axis minus direction. This is truefor an impact input in a Y-axis direction. Meanwhile, waves may becaused in a direction of a resultant vector of vector components,wherein an acceleration input in the X-axis direction is taken a vectorcomponent in the X-axis direction while an acceleration input in theY-axis direction is a vector component in the Y-axis direction. Thecharacter is displayed as if it was carried away by the waves. Thecharacter may be put out of control while it is being carried by thewaves. Also, when there is an input of movement in the Z-axis direction(or impact input), the ball 61 as one example of a player character isdisplayed varying to make a jump. By thus processing the movement inputin the Z-axis direction, the maze plate as a game space moves in theZ-axis direction in a way similar to the portable game machine. This canprovide the player with a feeling as if the game character on the mazeplate was caused to jump. During the jump, the ball 61 will not moveeven if there is a tilt input. Also, when there is a movement input (orimpact input) in the Z-axis direction, the tortoise 62 as NPC is turnedupside down (a tortoise upside down returns to the normal position). Thetortoise in an upside-down position is easy to slide, so that themovement process is made to give a greater tilt-input moving amount thanthat of the normal position.

FIG. 16 is a memory map of the program ROM 34. The program ROM 34 storesa game program and game data to be executed by the CPU 21. The programROM 34 concretely includes an object character data memory area 34 a, amap data memory area 34 b, an acceleration-sensor output valueconversion table memory area 34 c and a game program memory area 34 e.The object character data memory area 34 a stores graphic data of theobject characters. Because the object character has some poses (e.g.tortoise “normal position” and “upside-down position”, etc.), for eachcharacter a plurality of ones of graphic data are stored for a pluralityof poses. The map data memory area 34 b stores map data on a game mapbasis and game-map-select maps. The game-map select map is virtual mapdata to be displayed on the LCD 12 during a game map select processhereinafter described with reference to FIG. 30.

The acceleration-sensor output value conversion table memory area 34 cstores conversion tables to convert output values of the XY-axisacceleration sensor 31 and Z-axis contact switch 32, for utilization ina game program. The conversion tables includes a game map select table,a player character moving table and an NPC moving table. Also, theplayer character moving table includes tables for in-air, on-floor,on-ice and under-water, which are to be selected depending upon a landcoordinate where a player character is present. The NPC moving tableincludes tables for normal position and upside-down position. Thetortoise as NPC assumes states of normal and backside-down positions,depending upon which a table is to be selected. The details of thetables will be hereinafter described with reference to FIG. 20 to FIG.26.

The game program memory area 34 e stores varies game programs to beexecuted by the CPU 21. Specifically, stored are a main programhereinafter described with reference to FIG. 27, a 0G set programhereinafter described with reference to FIG. 28, a neutral-position setprogram hereinafter described with reference to FIG. 29, a game mapselect program hereinafter described with reference to FIG. 30, a sensoroutput read program hereinafter described with reference to FIG. 31, anobject moving program hereinafter described with reference to FIG. 32 toFIG. 36, a collision program hereinafter described with reference toFIG. 37, a screen scroll program hereinafter described with reference toFIG. 40, an NPC self-controlled moving program and other programs.

FIG. 17 is a memory map of the work RAM 26. The work RAM 26 is to storetemporary data for executing a game program by the CPU 21. Specifically,included are a neutral position data memory area 26 a, an accelerationsensor memory area 26 b, an impact input flag memory area 26 c, a mapselect screen camera coordinate memory area 26 e, a game map numbermemory area 26 f and a character data memory area 26 g.

The neutral position data memory area 26 a stores neutral position data(NPx, NPy, NPz) to be set in a neutral-position set process hereinafterdescribed with reference to FIG. 29. This is data concerning a referencetilt of the portable game apparatus for playing a game.

The acceleration-sensor output value memory area 26 b stores outputvalues (INx, INy, INz) of the XY-axis acceleration sensor 31 and Z-axiscontact switch 32 which are detected by the acceleration sensor 31 andcontact switch 32 and to be read out through the sensor interface 33 ina sensor output read process of FIG. 31. The impact input flag memoryarea 26 c stores an impact input flag (FS) that assumes 1 when equal toor greater than a constant value is the magnitude of resultant vector ofa vector component in the X-axis direction taken of an accelerationinput in the X-axis direction and a vector component in the Y-axisdirection taken of an acceleration input in the Y-axis direction. Thedetermination of impact input is executed in a sensor output readprocess of FIG. 31.

The map select screen camera coordinate memory area 26 e storescoordinates (Cx, Cy) at upper left corner of an LCD 12 display area in agame map select map which is to be displayed in a game map selectprocess hereinafter described with reference to FIG. 30. The game mapnumber memory area 26 f stores corresponding number data (MN) to a gamemap having been selected by a player during a game map select processhereinafter described with reference to FIG. 30.

The character data memory area 26 g stores, for each of the playercharacters and NPCs, moving acceleration data (Ax, Ay, Az),moving-acceleration change amount data (dAx, dAy, dAz), velocity data(Vx, Vy, Vz), coordinate data (X, Y, Z), last-time coordinate data (Px,Py, Pz), current position status (SP) and pose numbers (PN).

The coordinate (Px, Py, Pz) in the last time is for returning to thelast-time coordinate a player character or NPC when collided with a wallor the like. The current-position status data (SP) is data concerning aland at a coordinate where the player character is present. Based onthis data, an acceleration-sensor output value conversion table (in-air,on-floor, on-ice, on-water) is to be selected. The pose number (PN) isdata concerning a character state (pose) (e.g. tortoise normal andupside-down positions, etc.).

FIG. 18 is a memory map of the display RAM 25. The display RAM 25 is totemporarily store display data obtained through executing a game programby the CPU 21. The display RAM 25 has an object data memory area 25 a, ascroll counter data memory area 25 b and a map data memory area 25 c.The object data memory area 25 a stores data of the existing charactersin the LCD 12 display area among all the characters to appear in a game.Specifically, stored area X-coordinates, Y-coordinates, character IDs,and pose numbers.

The scroll counter data memory area 25 b stores a relative coordinate ofan upper left corner of the LCD 12 display area of the game. The mapdata memory area 25 c stores game map data of the game map in an area tobe displayed on the LCD 12.

FIG. 19 is a memory map of the backup RAM 35. The backup RAM 35 stores0G position data (ZGx, ZGy) to be set in a 0G set process hereinafterdescribed with reference to FIG. 38. The 0G position data is to copewith not to have a sensor output value of 0 because of the errorpossessed by the XY-axis acceleration sensor even when the portable gameapparatus is held horizontal. A sensor output value when the portablegame apparatus is held horizontal is stored as 0G position data in thebackup RAM 35, which in a game process is subtracted from a sensoroutput value.

FIG. 20 to FIG. 26 illustrate in detail conversion tables stored in theacceleration-sensor output value conversion table memory area 34 c ofthe program ROM 34. The tables store data, concerning utilization waysand correction of limiting a maximum values, etc., for utilizing, ingame processing, sensor output values (INx, INy, INz) of the XY-axisacceleration sensor 31 and Z-axis contact switch 32 and impact inputflag (FS). Specifically, stored is data concerning utilization ways,correction ratio, special correction conditions and special correctionnumbers. The tables are stored in plurality, including a game-map selectprocess table, player-character moving table and an NPC moving table.

The game map select processing table shown in FIG. 20 is to be madereference to in a game map select process hereinafter described withreference to FIG. 30. The output values (INx, INy) of the XY-axisacceleration sensor by this table are utilized for calculating a cameracoordinate (Cx, Cy) change amount. Incidentally, because the correctionratio is wise, the camera coordinate (Cx, Cy) will be moved twice theoutput value (INx, INy) of the XY-axis acceleration sensor 31. Theoutput value (INz) of the Z-axis contact switch 32 is utilized for a mapdetermining process. The impact input flag (FS) is not utilized.

The player character moving table shown in FIG. 21 to FIG. 24 is madereference to in a tilt movement process to be executed at step S33, andin an impact movement process to be executed in step S33 in a playercharacter moving process hereinafter described with reference to FIG.33. The player character moving table includes tables for in-air,on-floor, on-ice and under-water, Any one of the conversion tables is tobe selected and referred to in accordance with a coordinate topologywhere the player character is present (current position status).

In the player character moving table, the output value X (INx) of theXY-axis acceleration sensor 31 is utilized for calculating a changeamount (dAx) of an X-movement acceleration of a player character whilethe output value Y (INy) is utilized for calculating a change amount(dAy) of an Y-movement acceleration. In the case the current positionstatus is “in-air”, the moving-acceleration change amount (dAx, dAy) iszero by referring to FIG. 21. For the case of “on-floor”, because thecorrection ratio if referred to FIG. 22 is twice, twice the output value(INx, INy) of the XY-axis acceleration sensor 31 gives a change amount(dAx, dAy) of moving acceleration. Also, where the output value (INx,INy) of the XY-axis acceleration sensor is greater than 20 due toparticular correction condition 1, the moving-acceleration change amount(dAx, dAy) is limited to “40”. For “on-ice”, by referring to FIG. 23three times the output value (INx, INy) of the XY-axis accelerationsensor 31 gives a change amount (dAx, dAy) (greater moving amount“on-ice”). Meanwhile, where the output value (INx, INy) of the XY-axisacceleration sensor is greater than “20” due to particular correctioncondition 1, the moving-acceleration change amount (dAx, dAy) is limitedto “60”. For “under-water”, by referring to FIG. 24 a half of the outputvalue (INx, INy) of the XY-axis acceleration sensor 31 gives amoving-acceleration change amount (dAx, dAy) (smaller moving amount “inwater”). Also, where the output value (INx, INy) of the accelerationsensor 31 is greater than “10” due to particular correction condition 1,the change amount (dAx, dAy) is limited to “5”.

In the player character moving tables, the output value (INz) of theZ-axis contact switch 32 is utilized to calculate a change amount (dAz)of Z-movement acceleration. There is no special correction condition.

In the player-character moving table, an impact input flag (FS) has aneffect upon X and Y moving-acceleration change amounts (dAx, dAy). Inthe case the present position status is “in-air” and “under-water”, theimpact input flag (FS) is ignored by referring to FIG. 21 and FIG. 24.Where the present position status is “on-floor”, with reference to FIG.22 processing is made to multiply by 3 times the X and Ymoving-acceleration change amounts (dAx, dAy). Where the currentposition status is “on-ice”, with reference to FIG. 23 processing ismade to multiply by 5 times the X and Y moving-acceleration changeamounts (dAx, dAy). In this manner, when there is an impact input, for“on-floor” and “on-ice” the X and Y moving-acceleration change amounts(dAx, dAy) are increased (moved at higher speed) as compared to theusual.

The NPC moving tables of FIG. 25 and FIG. 26 are to be referred to in atilt movement process in step S44 and impact moving process in step S45of an NPC moving process hereinafter described with reference to FIG.34. The NPC moving tables includes tables for normal and upside-downpositions. Any one of the two conversion tables is selected and referredto depending upon a pose (normal or upside-down) of a tortoise as NPC.

In the NPC moving table, an output value X (INx) of the XY-axisacceleration sensor 31 is utilized to calculate a change amount (dAx) ofan NPC X movement acceleration while an output value Y (INy) is utilizedto calculate a change amount (dAy) of a Y movement acceleration. For the“normal position”, because with reference to FIG. 25 the correctionratio is 1/2 times, 1/2 times an output value (INx, INy) of the XY-axisacceleration sensor 31 gives an X-and-Y moving-acceleration changeamount (dAx, dAy). Also, where the output the values (INx, INy) of theXY-axis acceleration sensor 31 is smaller than 10 under specialcorrection condition 1, the moving-acceleration change amount (dAx, dAy)is 0 (in the “normal position”, with a small tilt the tortoise willbrace its legs and not slide). Also, where the output (INx, INy) of theXY-axis acceleration sensor 31 is greater than 20 under specialcorrection condition 2, the moving-acceleration change amount (dAx, dAy)is limited to 10. For the “upside-down position”, with reference to FIG.26, 2 times an output value (INx, INy) of the XY-axis accelerationsensor 31 gives an X-and-Y moving-acceleration change amount (dAx, dAy)(moving amount greater because the tortoise “backside-down” easily slideas compared to “normal”). Also, where the output value (INx, INy) of theXY-axis acceleration sensor 31 is greater than 20 under specialcorrection condition 1, the moving-acceleration change amount (dAx, dAy)is limited to 40.

In the NPC moving tables, the output value (INz) of the Z-axis contactswitch 32 is utilized to determine tortoise inversion to a normal orinverted position. Each time the output value of contact switch 32becomes “1”, the tortoise turns to a normal or inverted state in arepetitive manner. The impact input flag (FS) is not utilized for theNPC movement process.

FIG. 27 is a flowchart of a main routine. If a cartridge 30 is loadedonto the game machine main body 10 and the power switch of the gamemachine main body 10 is turned on, the CPU 21 starts to process the mainroutine of FIG. 33. First, in step S11 it is determined whether it is afirst starting or not, or whether a player requested for 0G setting(e.g. whether started while pressing the operation key 13 b of FIG. 1)or not. If not a first starting and there was no 0G set request, theprocess advances to step S13. Meanwhile, when a first starting or therewas a 0G set request, a 0G set process hereinafter described withreference to FIG. 28 is made in step S12 and then the process proceedsto step S14. In the step S14, a neutral-position set process hereinafterdescribed with reference to FIG. 29 is made and then the processadvances to step S17. Here, the neutral-position setting is meant to seta reference tilt of the portable game apparatus for playing a game. Therecommended position setting is meant to set a neutral position based ondata wherein the data is concerned with a proper neutral position inaccordance with a game content (the recommended position sight targetcoordinate 34 d of the program ROM 34) that have been previouslymemorized in a game program.

In step S17 a game map select process hereinafter described withreference to FIG. 30 is performed so that one of a plurality of gamemaps is selected by the player. After the step S17, the process advancesto a main loop.

The main loop is a process of from step S19 to step S29, which isrepeatedly executed until game over or game clear is reached. In stepS19, required data is written to the display RAM 25 based on acoordinate (X, Y, Z) and pose number (PN) of the character data 26 g ofthe work RAM 26, object character data 34 a of the program ROM 34 andmap data 34 b. Based on the data stored in the display RAM, a game sceneis displayed on the LCD 12. In step S20 a sensor output read processhereinafter described with reference to FIG. 31 is performed. The outputvalues of the XY-axis acceleration sensor 31 and Z-axis contact switch32 are read out through the sensor interface 33 and then corrected.After the step S20, in step S21 it is determined whether there was aneutral-position set request or not. If there was no request, theprocess advances to step S23 while if there was a request the processproceeds to step S22 to perform a neutral-position set process. Afterresetting a neutral position, the process returns to step S19. Thismeans that one operation switch (e.g. operation switch 13 e shown inFIG. 1) is assigned to an exclusive operation switch forneutral-position setting so that neutral-position setting can be made atany time by pressing the operation switch 13 e even during playing agame.

In step S23 it is determined whether the impact input flag is ON or not.If the impact input flag is OFF, the process proceeds to step S26 whileif ON the process advances to step S24 to determine whether the topologyof current coordinate that the player character is present isunder-water or not (determined based on a current position status). Ifnot under-water is determined, the process advances to step S26 while ifdetermined under-water, the process advances to step S25 to perform awave producing process (display is as shown in the middle portion inFIG. 15). Specifically, processing is made to cause waves in a directionand with a magnitude depending on a resultant vector, wherein theresultant vector is given by a vector component in the X-axis directiontaken of a sensor output value X (INx) and a vector component in theY-axis direction is taken of a sensor output value Y (INy). The playercan have a feeling as if the impact applied by him or her to theportable game apparatus was reflected in an environment (water) of thegame space. After step S25, the process proceeds to step S26.

In the step S26 an each-character moving process hereinafter describedwith reference to FIG. 32 to FIG. 35 is performed thereby performing aprocess of moving the player character and NPC. After the step S27, acollision process hereinafter described with reference to FIG. 37 isperformed thereby performing a process of colliding the player characterwith NPC, etc. After the step S27, a scroll process hereinafterdescribed with reference to FIG. 40 is performed.

FIG. 28 shows a subroutine flowchart for a 0G set process. Thissubroutine performs a process to store as 0G position data to backup RAM35 an output value of the XY-axis acceleration sensor 31 when theportable game apparatus (specifically, the LCD 12 display surface) isheld horizontal.

In step S121 “POSITION HORIZONTAL TO GROUND AND PRESS OPERATION SWITCH”is displayed on the LCD 12, requesting the player to hold the portablegame apparatus (specifically, the LCD 12 display surface) in ahorizontal state. In step S122 an operation switch input process isperformed. In step S123, if depression of an operation switch (e.g.operation switch 13 b of FIG. 1) for determination is determined, it isthen determined in step S124 whether the Z-axis contact switch 32 is ONor not. When the Z-axis contact switch 32 is ON, an alert sound isgenerated in step S125 and the process returns to step S121. This isbecause, where the Z-axis contact switch is ON, the LCD in its displaysurface is directed downward and the player is requested to performsetting again. In step S124, where the Z-axis contact switch isdetermined OFF, then in step S126 the output value of the XY-axisacceleration sensor 31 at this time is stored as 0G position data to thebackup RAM 35.

FIG. 29 is a subroutine flowchart for a neutral-position set process.This subroutine performs process that the player arbitrarily determinesa portable game apparatus at a holding angle easy to play a game. Theoutput value of the XY-axis acceleration sensor 31 and Z-axis contactswitch 32 at that time are stored as neutral position data to the workRAM 26.

In step S141 “POSITION AT ANGLE EASY TO PLAY AND PRESS OPERATION SWITCH”is displayed on the LCD 12. In step S142 an operation switch inputprocess is made. In step S143, if the depression of an operation switchfor determination (e.g. operation switch 13 b of FIG. 1) is determined,then in step S144 correction is performed by subtracting 0G positiondata from an output value of the XY-axis acceleration sensor 31 at thistime (the neutral position data is rendered as data corresponding to atilt with respect to the horizontal state). Then, in step S145 acorrection value of the output of the XY-axis acceleration sensor(calculation result of step S144) and an output value of the Z-axiscontact switch 32 are stored as neutral position data to the neutralposition data memory area 26 a of the work RAM 26.

FIG. 30 is a flowchart of a game map select process. In this subroutine,the player selects any one of a plurality of game maps stored in thegame program. The screen of game map select process is displayed, forexample, as shown in FIG. 13 mentioned before. On the LCD 12, one areaof a game-map select map is displayed. The player makes slide input inthe X-axis or Y-axis direction to move the display area on the LCD 12thereby displaying map icons (A, B, C, D in FIG. 16) within the displayarea. Then, a movement is inputted in the Z-axis direction. This resultsin selection of a game course corresponding to a course icon beingdisplayed on the LCD 12 upon inputting the movement (or impact) in theZ-axis direction.

First, in step S171 a camera coordinate (Cx, Cy) is initialized. Then,in step S172 one area of the game-map select map is displayed on the LCD12 based on the camera coordinate (Cx, Cy). In step S173 a sensor outputread process hereinafter described with referring to FIG. 31 is made. Asa result, the output values of the XY-axis acceleration sensor 31 andY-axis contact switch 32 are read out and corrected. In step S174 atable shown in FIG. 26 is referred to. Specifically, the cameracoordinate (Cx, Cy) is changed based on the sensor output values (INx,INy). Specifically, because the correction ratio is twice, the cameracoordinate (Cx, Cy) is varied by an amount twice the sensor output value(INx, INy). For example, when the sensor output value (INx) is 5, thecamera coordinate (Cx) is rendered +10. In step S175 it is determinedwhether the display area based on the camera ordinate (Cx, Cy) isoutside a range of the game map select map or not. If not outside therange, the process advances to step S177 while if in outside the rangethe process proceeds to step S176. In step S176 correction is made so asto display an end area of the game-map select map and then the processproceeds to step S177. In the step S177 it is determined whether theZ-axis contact switch 32 is ON or not. If the contact switch 32 isdetermined OFF, the process returns to step S172. If the Z-axis contactswitch 32 is determined ON, then it is determined in step S178 whetherany one of the map icons (A, B, C, D in FIG. 16) is displayed in thedisplay range of the LCD 12 or not. If it is determined that no map iconis displayed within the display area, then in step S179 an alert soundis generated and the process returned to step S172. If it is determinedthat a map icon is displayed within the display range, then in step S181a corresponding game map number (MN) to the map icon being displayed isstored to the work RAM 26.

FIG. 31 is a flowchart for a sensor output read process. In thissubroutine, the output values of the XY-axis acceleration sensor 31 andZ-axis contact switch 32 are read out and corrected. Specifically, fromthe data of the latch 334 and latch 335 of the sensor interface 33 areread output values (INx, INy) of the acceleration sensor and an outputvalue (INz) of the Z-axis contact switch 32. Furthermore, a correctionprocess is made based on 0G position data and neutral position data.

In step S201, data is read out of the latch 334 and latch 335. In stepS202, acceleration-sensor output values (INx, INy) and Z-axis contactswitch output value (INz) are read from the latch data, and stored tothe acceleration-sensor output value memory area 26 b of the work RAM26. In step S203 it is determined whether there was an impact input ornot. Specifically, it is determined whether equal to or greater than agiven value a magnitude of a resultant vector having vector component inthe X-axis direction taken of the acceleration sensor 31 output value X(INx) and a vector component in the Y-axis direction taken of theacceleration sensor 31 output value Y (INy). If determined equal to orgreater than a given value, then in step S204 the impact input flag (FS)is set “ON” and the process advances to step S206. If the resultantvector magnitude is determined smaller than the given value, then instep S205 the impact input flag (FS) is set “OFF” and the processadvances to step S206. In step S202, processing is made to subtract the0G position data memorized in the backup RAM 35 from the data of theacceleration-sensor output value memory area 26 b. In step S207, thevalue further corrected with the neutral position data is stored as INx,INy and INz to the acceleration-sensor output memory area 26 b.

The correction with the neutral position data is performed,specifically, on the output value X (INx) and output value Y (INy) ofthe acceleration sensor by subtracting the values of the neutralposition data (NPx, NPy). For the output value (INz) of the Z-axiscontact switch 32, when the value of neutral position data (NPz) is “1”,processing is made to invert “0” and “1”.

FIG. 32 to FIG. 36 are flowcharts for an object moving process. FIG. 32is an object moving process main routine flowchart. In step S261, aplayer-character moving process is performed that is hereinafterdescribed with reference to FIG. 33. In step S262, an NPC moving processis performed that is hereinafter described with reference to FIG. 34.The NPC moving process is repeated the number of NPCs.

FIG. 33 is a player-character moving process flowchart. In step S31, apresent coordinate (X, Y, Z) of the player character is stored by copyas a last-time coordinate (Px, Py, Pz). This is required to return theplayer character collided with a wall to a last-time coordinate, in acollision process hereinafter described with reference to FIG. 37. Instep S32, a moving-acceleration change amount (dAx, dAy, dAz) isinitialized, and then in step S33 a tilt movement process is performed.In the tilt movement process, reference is made to proper one of theconversion tables shown in FIG. 21 to FIG. 24 depending upon a presentposition status of the player character, to make processing ofcalculating an X-and-Y moving-acceleration change amount of the playercharacter. This processing determines a moving-acceleration changeamount (dAx, dAy) such that the character is rolled (slid) responsive toa tilt (tilt input) of the portable game apparatus. Furthermore, in stepS34, an impact moving process is performed. In the impact movingprocess, reference is made to proper one of the conversion tables ofFIG. 21 to FIG. 24, to make processing of increasing an X-and-Y changeamount of the player character. This process increases amoving-acceleration change amount (dAx, dAy) such that the playercharacter makes a dash (moves at higher speed) when applying an impactinput. In step S35, a jump moving process is made that is hereinafterdescribed with reference to FIG. 35. After the step S35, it isdetermined in step S36 whether a wave generation process in step S25 ofthe flowchart of FIG. 27 has been made or not. If no wave generation isdetermined, the process advances to step S38. If waves have generated isdetermined, in step S37 a wave moving process hereinafter described withreference to FIG. 36 is made, and then the process proceeds to step S38.In the step S38, a moving acceleration (Ax, Ay, Az) is calculated basedon the moving-acceleration change amount (dAx, dAy, dAz) calculated inthe tilt moving process, impact moving process, jump process and wavemoving process of the steps S33 to S37, and a velocity (Vx, Vy, Vz) iscalculated based on the moving acceleration (Ax, Ay, Az). In step S39, acoordinate (X, Y, Z) is calculated based on the velocity (Vx, Vy, Vz).

FIG. 34 is a flowchart of an NPC movement process. In step S41 a currentcoordinate (X, Y, Z) is stored by copy to the last-time coordinate (Px,Py, Pz). In step S42 the moving-acceleration change amount (dAx, dAy,dAz) are initialized. In step S43 an NPC self-controlled movementprocess is executed based on the game program. Specifically, amoving-acceleration change amount (dAx, dAy, dAz) e.g. for a tortoise isdetermined based on a random number value. After the step S43, in stepS44, a tilt movement process is executed. In the tilt movement process,processing is made to calculate an NPC X-and-Y moving-accelerationchange amount by referring to a suited one of the conversion tablesshown in FIG. 25 or FIG. 26 according to an NPC pose number.Furthermore, in step S45 an impact process is made. However, in thepresent embodiment, the NPC will not be affected by impact input. Instep S46 it is determined whether a wave producing process has been madein step S25 of the flowchart of FIG. 25 or not. If no wave production isdetermined, the process advances to step S48. If waves have beenproduced is determined, then in step S47 a wave movement processhereinafter described with reference to FIG. 36 is executed and then theprocess advances to step S48.

In step S48, a moving acceleration (Ax, Ay, Az) is calculated based onthe moving-acceleration change amounts (dAx, dAy, dAz) determined by theself-controlled movement process, tilt movement process, impact movementprocess and wave movement process of steps S43 to S47. Furthermore, avelocity (Vx, Vy, Vz) is calculated based on the movement acceleration(Ax, Ay, Az). In step S49 a coordinate position (X, Y, Z) is calculatedbased on the velocity (Vx, Vy, Vz). In step S51 it is determined whetheran output value (INz) of the Z-axis contact switch is “1” or not. In thecase that the Z-axis contact switch output value (INz) is “0”, the NPCmovement process subroutine is ended. Where the Z-axis contact switchoutput value (INz) is “1”, an inversion process to a normal orupside-down position is executed in step S52. Specifically, a posenumber (PN) of the character data in the work RAM 26 is changed.

FIG. 35 shows a flowchart of a jump process. In this subroutine, whenthere is a movement input in the Z-axis direction, processing is made tocause the player character to jump. Also, when there is no movementinput in the Z-axis direction in a state the player character is in theair, processing is made to descend the player character.

In step S351 it is determined whether the output value (INz) of theZ-axis contact switch 32 is 1 or not. When the output value (INz) ofcontact switch 32 is “1”, the current position status (PS) is set as“in-air” in step S52. Thereafter in step S353 the Z moving-accelerationchange amount (dAz) is rendered “1”. When the output value (INz) of theZ-axis contact switch 32 is “0” in the step S351, it is determined instep S354 whether the player character is “in-air” or not. When not“in-air”, the jump process is ended. Where “in-air” in the step S354,the Z moving-acceleration change amount (dAz) is rendered “−1” in stepS355 and then the jump process is ended.

FIG. 36 shows a flowchart of a wave movement process. In thissubroutine, processing is made to calculate a moving-acceleration changeamount due to the waves produced due to impact input by the player. Instep S361 a current position status is read in. In step S362 it isdetermined whether the current position status is in a position toundergo an affection of waves or not (i.e. “under-water” or not). Ifdetermined as a position free from an affection of waves, the wavemovement process is ended. If determined as a position to undergo anaffection of waves, then in step S363 are calculated respective X and Ymoving-acceleration change amounts due to an affection of waves andadded to the X and Y moving-acceleration change amounts calculated bythe tilt movement process and impact movement process.

FIG. 37 shows a flowchart of a collision process. In steps S271 to S275,an NPC collision determination process is carried out. The NPC collisiondetermination process is repeated to the number of NPCs. In step S271 itis determined whether an NPC has collided with a wall or not. Ifdetermined as collision with a wall, the process proceeds to step S273.If no collision is determined, the process advances to step S272 whereinit is determined whether there has been a collision with another NPC ornot. If determined as collision with another NPC, the process advancesto step S272. If determined as no collision with another NPC, theprocess proceeds to step S273. Where determined as a collision with awall or another NPC, then in step S273 an impact sound is generated andthen in step S274 the NPC coordinate (X, Y, Z) is returned to thelast-time coordinate (Px, Py, Pz), and the process advances to the stepS275.

In step S275, a current position status of NPC is detected and stored inthe work RAM 26. After step S275 it is determined in step S276 whetherthe player character has collided with a wall or not. If no collisionagainst wall is determined, the process proceeds to step S279. If acollision with a wall is determined, then in step S277 an impact soundis generated and then in step S278 the player character coordinate (X,Y, Z) is returned to the last-time coordinate (Px, Py, Pz), and theprocess advances to step S279.

In step S279, a current position status of the player character isdetected and stored in the work RAM 26. After step S279, it isdetermined in step S281 whether the player character has collided withan NPC or not. If a collision against an NPC is determined, a process ismade in step S282 to vanish the NPC. After step S282, it is determinedin step S283 whether all the NPCs have been vanished or not. If all theNPCs have vanished is determined, a game clear process is executed instep S284. When no collision with an NPC is determined in step S281 orwhen all the NPCs have not vanished is determined in step S283, theprocess proceeds to step S285. In step S285 it is determined whether theplayer character has fallen in a hole or not. If determined fallen in ahole, a game over process is effected in step S286. Where thedetermination is not fallen in a hole, the impact process is ended.

FIGS. 38 and 39 each show one example of a scene showing on-screenscroll. In the scene, there are displayed a ball as a player character,tortoises 62 a-62 c as NPC, and a wall 63 and hole 64 forming a maze.The dotted lines 65 show a limit of screen scroll (actually, the dottedlines 65 will not be displayed on the LCD 12). The game map is a virtualmap that is broader than LCD 12 display area, as stated before. On theLCD 12 is displayed part of a game map around the player character 61.When the player tilts or so the portable game apparatus and the playercharacter 61 is moving to an outer area of the dotted lines 65, thescene is scrolled moving the game-map display area over the LCD 12.Furthermore, the player character 61 and NPC 62 are moved to anddisplayed in a position toward a center of a scene by a correspondingamount to scrolling. In this manner, screen scrolling makes possiblegame play with a broader game map. For example, if the player characteris going beyond the dotted line 65 to a left side area as shown in FIG.38, the game map area in display is scrolled to left so that the playercharacter 61 and NPC can be moved to and displayed in a position by acorresponding amount to scrolling (FIG. 39). Note that the scroll ratemay be changed depending upon a magnitude of tilt input.

FIG. 40 shows a flowchart of a screen scroll process. In step S291 it isdetermined whether the player character is out of a scroll area in anX-axis minus direction or not. Here, the scroll area refers to an areaas surrounded by the dotted lines 65 shown in FIG. 38. If determined notout of the area with respect to the X-axis minus direction, the processadvances to step S294. If determined out of the area in the X-axis minusdirection, it is then determined in step S292 whether the currentdisplay area on the LCD 12 is a left end area of the game map or not. Ifdetermined as a left end area, the process advances to step S294. Ifdetermined not a left end area, then in step S293 a scroll counter Xcoordinate (SCx) stored in the display RAM 25 is decreased by a givenamount and then the process proceeds to step S294. In step S294 it isdetermined whether the player character is out of the scroll area withrespect to the X-axis plus direction or not. When determined not out ofthe area in the X-axis plus direction, the process advances to stepS297. When determined out of the area in the X-axis plus direction, itis determined in step S295 whether the current display area on the LCD12 is a right end area of the game map or not. If determined as a rightend area, the process advances to step S297. When determined not a rightend area, in step S296 the scroll counter X coordinate (SCx) isincreased by a given amount and then the process proceeds to step S297.

In step S297 it is determined whether the player character is out of thescroll area in a Y-axis minus direction or not. If determined not out ofthe area in the Y-axis minus direction, the process advances to stepS301. When determined out of the area in the Y-axis minus direction, itis determined in step S298 whether the current display area on the LCD12 is an upper end area of the game map or not. If determined as anupper end area, the process proceeds to step S301. When determined notan upper end area, in step S299 a scroll counter Y coordinate (SCy) isdecreased by a given amount and then the process proceeds to step S301.In step S301 it is determined whether the player character is out of thescroll area in a Y-axis plus direction or not. When determined not outof the area in the Y-axis plus direction, the screen scroll process isended. When determined out of the area in the Y-axis plus direction, itis determined in step S302 whether the current display area on the LCD12 is an lower end area of the game map. When determined as a lower endarea, the screen scroll process is ended. When determined not a lowerend area, in step S303 the scroll counter Y coordinate (SCy) isdecreased by a given amount and then the screen scroll process is ended.

Second Embodiment

Next, a portable game apparatus according to a second embodiment of theinvention will be explained with reference to FIG. 41 to FIG. 49. Thesecond embodiment is common in external view, XY-axis definitiondiagram, block diagram, sensor-interface measurement principle diagramand Z-axis contact switch structural view to FIG. 1 to FIG. 7 of thefirst embodiment, hence omitting explanations thereof.

FIG. 41 illustrates an example of a game scene in the presentembodiment. In this game, a player can give impact to the portable gameapparatus to cause an upheaval in a game-space land, enjoying the gamewhile controlling the movement of a game character.

As shown in FIG. 41(a), a game-character tortoise 81 and a land-upheavalcharacter 82 are displayed in a game scene. As shown in FIG. 41(b), thetortoise 81 is moved self-controlled according to a game program. In astate shown in FIG. 41(b), when an impact input is given in the Z-axisdirection to the portable game apparatus, the land-upheaval character 82is displayed higher and greater with upheaval, as shown in FIG. 41(c).This controls the tortoise 81 to slide (tortoise 82 in advancingretracts due to land upheaval). By thus processing, it is possible toprovide the player with a feeling as if the game-space land receivesenergy and is upheaved when an impact is applied in the Z-axis directionto the portable game apparatus.

FIG. 42 is one example of a game scene illustrating a land-upheavalprocess due to an impact input in the Z-axis direction. In FIG. 42(a),an outer frame 12′ designates a whole game space and an inner frame 12 adisplay area to be displayed on the LCD 12. The game space is a worldgreater than a display area of the LCD 12. The LCD 12 displays a part ofthe game space. In the game space, there are twelve land-upheavalcharacters 82 (82 a-82 l) and three tortoise characters 81 (81 a-81 c).Among them, four land-upheaval characters (82 a, 82 b, 82 e, 82 f) andone tortoise character (82 a) are being displayed on the LCD 12.

In a state shown in FIG. 42(a), if an impact input is applied in theZ-axis direction to the portable game apparatus, the twelveland-upheaval characters (82 a-82 l, the land-upheaval characters allover the game space) are raised by one step and displayed higher andgreater, as shown in FIG. 42(b). At this time, the tortoise characters(81 a and 81 b) existing at land upheaval are displayed sliding due tothe upheaval of land.

In a state shown in FIG. 42(b), when an impact input is applied in theZ-axis direction while operating the button A (operation switch 13 b),only the four land-upheaval characters (82 a, 82 b, 82 e, 82 f) beingdisplayed on the LCD 12 are further raised by one step and displayedhigher and greater. In also this case, the tortoise character (81 a)existing at land upheaval is displayed sliding due to the land upheaval.By thus processing, when applying an impact input in the Z-axisdirection while pressing the button A, it is possible to provide theplayer with a feeling as if energy due to impact was given to the gamespace limited to the area being displayed on the LCD 12.

Incidentally, although not shown, if in the state shown in FIG. 42(b),an impact input is given in the Z-axis direction while operating thebutton B (operation switch 13 c), only the eight land-upheavalcharacters (82 c, 82 d, 82 g, 82 h, 82 i-82 l) not being displayed onthe LCD 12 are raised by one step and displayed higher and greater. Inalso this case, the tortoise characters (81 b, 81 c) existing at theland upheaval are displayed sliding due to the land upheaval. By thusprocessing, where an impact input is given in the Z-axis direction whilepressing the button B, it is possible to provide the player with afeeling as if energy due to impact was supplied to the game spacelimited to the area not being displayed on the LCD 12.

FIG. 43 is one example of a game scene illustrating a scroll process fora game space on display. The game space on display is to be scrolled bygiving a slide-input to the portable game apparatus (see FIG. 9 in thefirst embodiment). For example, in FIG. 43(a) land-upheaval characters82 a, 82 b, 82 e, 82 f and tortoise character 81 a are displayed on theLCD 12. In this state, when the portable game apparatus is slid in aY-axis minus direction, the game space on display is scrolled down,resulting in display of land characters 82 e, 82 f and tortoisecharacter 81 a as shown in FIG. 43(b).

Also, in a state shown in FIG. 43(b), when the portable game apparatusis slid in an X-axis plus direction, the game space on display isscrolled right, to provide display with a land character 82 f andtortoise character 81 a. By thus processing, it is possible for theplayer to enjoy a game with a game space greater than the LCD 12. Also,because as stated before an effect (land upheaval) can be given to thegame space limited to an inside or outside of the area of display by theuse of the button A or button B, the player can enjoy a complicatedgame.

FIG. 44 illustrates control of scenes with temperature increase causedby impact input in XY-axis directions. Although the tortoise characters81 a-81 c moves in a self-controlled fashion according to the gameprogram as stated before, this self-controlled movement becomes moreactive as temperature increases (specifically, moving amount increases).In a state shown in FIG. 44(a), when an impact input is applied in theXY-axis direction (see FIG. 11 in the first embodiment), a parameter oftemperature increases to provides display that the tortoise characters81 a-81 c are actively moving. By thus processing, it is possible toprovide the player with a feeling as if energy was supplied and thetemperature was increased in the game space upon giving an impact in theXY-axis direction to the portable game apparatus.

Hereunder, explanations will be made on the data stored on the memorywith reference to FIG. 45 and FIG. 46.

FIG. 45 is a memory map of the program ROM 34. The program ROM 34 storesa game program and game data to be executed by the CPU 21. The programROM 34, concretely, includes an object-character data memory area 342 a,a map-data memory area 342 b, a land-upheaval-point data memory area 342c, a scroll-limit value data memory area 342 d, an acceleration-sensoroutput value conversion table memory area 342 e and a game programmemory area 342 f. The object-character data memory area 342 a and themap-data memory area 342 b store object characters and game-map graphicdata. The land-upheaval-point data memory area 342 c stores positiondata (X coordinate and Y coordinate; Px1-Px12, Py1-Py12) in a game spacefor each of the land upheaval characters (82 a-82 l) shown in FIG. 42.The scroll-limit-value data memory area 342 d stores data representativeof scroll limit values (SCxmax, SCymax) in order not to make scrollingat an up, down, left or right end of the game space when scrolling thegame space.

The acceleration-sensor output value conversion table memory area 342 dstores a conversion table to convert, and utilize in a game program,output values of the XY-axis acceleration sensor 31 and Z-axis contactswitch 32. Specifically, stored is data similar to that of theconversion tables (FIG. 20 to FIG. 26) of the first embodiment. It isdefined that a sensor output value X (INx) and sensor output value Y(INy) is to be utilized in calculating a change amount of a scrollcounter X coordinate (SCx) and Y coordinate (SCy) in a range-of-sightmoving process hereinafter described with reference to FIG. 48. Due tothis, by giving a slide-input to the portable game apparatus (see FIG. 9in the first embodiment), the game space on display is scrolled therebymaking processing to move the range of sight. Also, definition is madeto utilize a Z-axis contact switch output value (INz) in land upheavaldetermination. Definition is made to utilize an impact input flag (FS)in temperature rise determination.

The game program memory area 342 f stores a game program to be executedby the CPU 21. Specifically, stored are a main program hereinafterdescribed with reference to FIG. 47, a sensor output read programsimilar to FIG. 31 of the first embodiment, a range-of-sight movingprogram hereinafter described with reference to FIG. 48, a land upheavalprogram hereinafter described with reference to FIG. 49, a temperatureraising program, a tortoise-character control program and otherprograms.

FIG. 46 is a memory map of the work RAM 26. The work RAM 26 storestemporary data for the CPU 21 to execute a game program. Specifically,included are an acceleration-sensor output value memory area 162 a, animpact input flag memory area 262 b, a land-upheaval data memory area262 c, a temperature data memory area 262 d and a character data memoryarea 262 e.

The data stored on the acceleration-sensor output value memory area 262a and impact input flag memory area 262 b is similar to that of thefirst embodiment, hence omitting explanations. The land-upheaval datamemory area 262 c stores height data concerning respective points ofland upheaval. The height data is varied according to an impact input inthe Z-axis direction in a land upheaval process hereinafter describedwith reference to FIG. 49. Based on this data, the land upheavalcharacters at respective land upheaval points are determined in state ofdisplay. For example, where the height data is 1, the land upheavalcharacter is displayed as shown at 82 a in FIG. 42(a). Where the heightdata is 2, display is as shown at 82 a in FIG. 42(b). Where the heightdata is 3, display is as shown at 82 a in FIG. 42(c).

The temperature data memory area stores temperature data for the gamespace. The temperature data is varied according to an impact input inthe XY-axis direction, in a temperature increase process (in step S64 ofthe main program shown in FIG. 47). This data has an effect upon atortoise-character control process (self-control movement, in step S65of the main program shown in FIG. 47).

The character-data memory area 262 e stores coordinate data (X, Y, Z)and last-time coordinate data (Px, Py, Pz), in the number of thetortoise characters.

The memory map of the display RAM is similar to that of FIG. 18 of thefirst embodiment, hence omitting explanation.

Hereunder, a process flow of a game program will be explained withreference to FIG. 47 to FIG. 49.

FIG. 47 is a main routine flowchart. When a cartridge 30 is inserted tothe portable game apparatus main body 10 and the power to the portablegame apparatus main body 10 is turned on, a main routine as shown inFIG. 47 is started. Although in also the second embodiment a 0G positionprocess or neutral-position set process may be made similarly to thefirst embodiment, explanation is omitted herein for the sake ofsimplifying explanation.

First, in step S61 a sensor output read process is carried out similarlyto FIG. 31 of the first embodiment. This reads output values of theXY-axis acceleration sensor 31 and Z-axis contact switch 32 through thesensor interface 33 (corrections by 0G position data and neutralposition data is omitted). After the step S61, in step S62 arange-of-sight moving process (scroll process of a game space ondisplay) is made that is hereinafter described with reference to FIG.48. After the step S62, in step S63 a land upheaval process is made thatis hereinafter described with reference to FIG. 49. After the step S63,in step S64 a temperature increase process is made. In the temperatureincrease process, it is first determined whether there is an impactinput in the XY-axis direction or not. In the case of the presence of animpact input in the XY-axis direction, processing is made to increase atemperature parameter (T) by 1. After the step S64, in step S65 atortoise-character control process is made. In the tortoise-charactercontrol process, a tortoise-character moving process is first made dueto self-controlled movement. Specifically, processing is made tocalculate a tortoise-character moving amount, e.g. using random values.Incidentally, control is made such that the self-controlled movement ofa tortoise character increases in amount as the temperature (T) ishigher. Thereafter, a tortoise-character moving process is made withland upheaval. Specifically, processing is made to move the tortoisecharacter sliding when a land under the tortoise character is raised.Incidentally, the tortoise-character control process is repeated thenumber of the tortoise characters.

After the step S65, in step S66 game-space scrolling as well as displayprocess for a land upheaval object and tortoise character are made basedon a result of the range-of-sight moving process, land-upheaval processand tortoise-character control process. Incidentally, where a landupheaval point is raised in height due to the land upheaval process, itwould be effective to display the land upheaval character higher andgreater together with generation of such sound as imagining an upheavalof a land. After the step S66, it is determined in step S67 whether gameis over or not. For example, game-over determination is to be made undera proper condition suited for a game content, including effecting gameover, e.g. when a predetermined time has elapsed. If game over isdetermined in the step S67, the main routine is ended. If no game overis determined in the step S67, the process returns to the step S61.

FIG. 48 is a range-of-sight moving process flowchart. First, in stepS621 reference is made to conversion table, to perform a process ofchanging a scroll-counter X coordinate (SCx) and Y coordinate (SCy).After the step S621, it is determined in steps S622-S629 whether scrollis about to exceed an end of the game space or not. When scroll is aboutto exceed a game-space end, processing is made to bring the scrollcounter value (SCx, SCy) to a proper value.

In step S622, it is determined whether the scroll-counter X coordinate(SCx) is in excess of a scroll limit value X coordinate (SCxmax) or not.If not in excess of it, the process advances to step S624. When inexcess of that is determined in step S622, the process proceeds to stepS623. After setting the scroll-counter X coordinate (SCx) value to thescroll limit value X coordinate (SCxmax), the process advances to stepS624.

In step S624, it is determined whether the scroll-counter X coordinate(SCx) is smaller than 0 or not. If determined 0 or greater, the processadvances to step S626. Where determined smaller than 0 in the step S624,the process proceeds to step S625 to set the scroll-counter X coordinate(SCx) value at 0, and then the process proceeds to step S626.

In step S626, it is determined whether the scroll-counter Y coordinate(SCy) is in excess of the scroll-limit-value Y coordinate (SCymax) ornot. If determined not in excess thereof, the process proceeds to stepS628. Where determined in excess thereof in the step S626, the processadvances to step S627 to set a Y coordinate (SCy) value to thescroll-limit-value Y coordinate (SCymax), and then the process advancesto step S628.

In the step S628, it is determined whether the scroll-counter Ycoordinate (SCy) is smaller than 0 or not. If determined 0 or greater,the range-of-sight moving process is ended. If determined smaller than 0in the step S628, the process proceeds to step S629 to set thescroll-counter Y coordinate (SCy) value at 0, and then therange-of-sight moving process is ended.

FIG. 49 is a land-upheaval process flowchart. First, it is determined instep S631 whether there is an output of the Z-axis contact switch or not(i.e. whether there is an impact input in the Z-axis direction or not).Where determined as an absence of a Z-axis contact switch output, theland-upheaval process is ended. Where determined as a presence of aZ-axis contact switch output, the process advances to step S632. In thestep S632, it is determined whether the button A (operation switch 13 b)is being pressed or not. Where determined that the button A beingpressed, the process advances to step S633 to make processing ofincreasing by 1 the respective land-upheaval points in an area beingdisplayed on the LCD. After the step S633, the land-upheaval process isended.

If it is determined in the step S632 that the button A is not beingpressed, the process proceeds to step S634 to determine whether thebutton B (operation switch 13 c) is being pressed or not. If determinedthat the button B is being pressed, the process proceeds to step S635 tomake processing of increasing by 1 the height (H) of the land upheavalpoints outside the area being displayed on the LCD. After the step S635,the land upheaval process is ended. If it is determined in the step S634that the button B is not being depressed, in step S636 all the landupheaval points in height (H) are increased by 1, and then the landupheaval process is ended.

Third Embodiment

Next, a third embodiment of the invention will be explained withreference to FIG. 50 to FIG. 59. This game is to enjoy virtual cookingwhile moving the portable game apparatus as if it was a frypan orkitchen knife.

FIG. 50 to FIG. 53 shows examples of game scenes. In FIG. 50, in thegame scene are displayed a player character 91, a kitchen 92, a cookingstove 93, a frypan 94, a desk 95 and a chopping board 96. When pressingthe button A (operation switch 13 b), a frypan space process is startedthat is hereinafter described with reference to FIG. 51 and FIG. 52.Also, when pressing the button B (operation switch 13 c), akitchen-knife space process is started that is hereinafter describedwith reference to FIG. 53.

FIG. 51 and FIG. 52 are examples of game scenes in the frypan spaceprocess. In the frypan space process, the portable game apparatus isoperated just like a frypan to play a game of cooking a fried egg. InFIG. 51(a), a frypan 94 and egg 97 is displayed in the game scene. In astate shown in FIG. 51(a), when the portable game apparatus is tilted ina minus direction about the Y-axis, the egg 97 is displayed movingtoward left of the frypan as shown in FIG. 51(b). Also, in a state shownin FIG. 51(b), when the portable game apparatus is tilted in the plusdirection about the X-axis, the egg 97 is displayed moving toward thedown of the frypan. By thus processing, it is possible to provide theplayer with a feeling as if he or she operates the portable gameapparatus just like a frypan to move an egg by the tilt of the frypan.

In a state shown in FIG. 52(a), when an impact input in the Z-axisdirection is applied to the portable game apparatus, the egg 97 isdisplayed jumping above the frypan 94 as shown in FIG. 52(b).Thereafter, the egg 97 is displayed landing as shown in FIG. 52(c) or(d). At this time, where the egg 97 at an impact input in the Z-axisdirection is positioned close to an end of the frypan 94 as shown inFIG. 52(a), the egg 97 jumps and lands out of the frypan 94 (FIG. 52(c))thus resulting in failure. Incidentally, in a state shown in FIG. 52(b),it is possible to modify a relative positional relationship between theegg 97 and the frypan 94 to land the egg 97 in the frypan 94 by slidingthe portable game apparatus (FIG. 52(d)). By thus processing, it ispossible to provide the player with a feeling as if the portable gameapparatus was operated just like a frypan to receive the jumped egg bythe frypan.

FIG. 53 is examples of game scenes in a kitchen-knife space process. Inthe kitchen-knife space process, the portable game apparatus is operatedjust like a kitchen knife to play a game of cutting a cabbage into finestrips. In FIG. 53(a), a kitchen knife 98 and cabbage 99 is displayed inthe game scene. In the a shown in FIG. 53(a), when the portable gameapparatus is slid in the plus direction of the X-axis, the cabbage 99 isdisplayed moving left relative to the kitchen knife 98 as shown in FIG.53(b) (because the kitchen knife 98 is always displayed at a center ofthe game scene, the cabbage 99 is displayed moving relatively left). Bythus processing, it is possible to provide the player with a feeling asif he or she adjusts a position to cut the cabbage by controlling thepositional relationship between the cabbage and the kitchen knife.

Furthermore, in the state shown in FIG. 53(b), when the portable gameapparatus is vertically moved (movement input in the Z-axis direction),the cabbage 99 is displayed being cut by the kitchen knife 98 into finestrips. On this occasion, it will be more effective if generating soundof cutting the cabbage.

Hereunder, explanation will be made on the data stored on the memorywith reference to FIG. 54. Incidentally, the program ROM 34 stores aprogram almost similar to the program ROM of the first embodiment (FIG.16). However, the acceleration-sensor output value conversion tablememory area stores a table for a frypan, a table for jumping an egg anda table for a kitchen knife. The game program memory area stores mainprogram, a sensor output read program, a frypan space program, an eggjump program, a kitchen knife space program and other programs.Incidentally, the frypan table in the acceleration-sensor output valueconversion table will be referred to a frypan space program hereinafterdescribed with reference to FIG. 56. The egg-jumping table will bereferred to in an egg-jumping program hereinafter described withreference to FIG. 58. The kitchen-knife table will be referred to in akitchen-knife space program hereinafter described with reference to FIG.57.

In the frypan table, the output value (INx, INy) of the XY-axisacceleration sensor 31 is defined to be utilized in calculating a changeamount of an egg X-and-Y coordinate (Ex, Ey). Due to this, the displayposition of an egg is varied when a tilt is input to the portable gameapparatus (see FIG. 10 in the first embodiment), thereby displaying andcontrolling the egg as if it slides over the frypan. Also, the outputvalue (INz) of the coordinate Z-axis contact switch 32 is to be utilizedin jump determination of an egg. The impact input flag (FS) is definednot to be utilized.

In the egg jumping table, the output value (INx, INy) of the XY-axisacceleration sensor 31 is defined to be utilized in calculating a changeamount of an egg X-and-Y coordinate (Ex, Ey). Due to this, the displayposition of an egg is varied when inputting a slide to the portable gameapparatus while the egg is in jump (see FIG. 9 in the first embodiment).This provides display and control as if the relative position of thefrypan and the egg was varied. Incidentally, in the egg jumping table,the correction ratio is defined a minus value. This is because in thepresent embodiment the frypan is displayed fixedly in the game scene andthe egg is displayed moving relative to the frypan. Consequently, thereis a need to display a movement of the egg in a direction reverse to theslide direction of the portable game apparatus. Also, the output value(INz) of the Z-axis contact switch 32 and the impact input flag (FS) arenot utilized.

In the kitchen-knife table, the output value (INx, INy) of the XY-axisacceleration sensor 31 is defined to be utilized in calculating a changeamount of a cabbage X-and-Y coordinate (CAx, CAy). Due to this, when aslide is input to the portable game apparatus, the display position ofthe cabbage is varied to provide display and control as if the relativeposition of the cabbage and the kitchen knife were varied. Incidentally,in the kitchen-knife table, the correction ratio is defined minus valuesimilarly to the egg-jumping table. This is because, in the presentembodiment, the kitchen knife is fixedly displayed in the game scene. Inorder to display the cabbage moving relative to the kitchen knife, thereis a need to display the cabbage moving in a direction reverse to aslide direction of the portable game apparatus. Also, the output value(INz) of the Z-axis contact switch 32 is utilized in determination inthe cabbage cutting process, and the impact input flag (FS) is definednot to be utilized.

FIG. 54 is a memory map of the work RAM 26. The work RAM 26 storestemporary data to be used upon executing the game program by the CPU 21.Specifically, included are an acceleration-sensor output value memoryarea 263 a, an impact input flag memory area 263 b, an egg data memoryarea 263 c and a cabbage data memory area 263 d.

The data stored in the acceleration-sensor output value memory area 263a and impact input flag memory area 263 b is similar to the firstembodiment, omitting explanation.

The egg data memory area 263 c stores data of egg X coordinate (Ex), Ycoordinate (Ey), height (Eh) and broiling conditions (Ef). The cabbagedata memory area 263 d stores data of cabbage X coordinate (CAx), Ycoordinate (CAy) and cut conditions (CAc).

The memory map of the display RAM is similar to FIG. 18 in the firstembodiment, omitting explanation.

Hereunder, a flow of game program process will be explained withreference to FIG. 55 to FIG. 59.

FIG. 55 is a main routing flowchart. When a cartridge 30 is inserted inthe portable game apparatus main body 10 and the power to the portablegame apparatus main body 10 is turned on, a main routine shown in FIG.55 is started. Although in the third embodiment, 0G position set processor neutral-position set process may be made as in the first embodiment;it is omitted for the sake of simplifying explanation.

First, in step S71 a sensor output read process is performed similarlyto FIG. 31 of the first embodiment to read an output value of theXY-axis acceleration sensor 31 and Z-axis contact switch 32 through thesensor interface 33 (correction by 0G position data and neutral positiondata is omitted). After the step S71, it is determined in step S72whether the button A (operation switch 13 b) is pressed or not. If inthe step S72 the button A is pressed is determined, the process advancesto step S73 to make reference to FIG. 57 and perform a kitchen knifespace process hereinafter described, then the process proceeds to stepS76.

If in the step S72, the button A is not pressed is determined, theprocess proceeds to step S74 to determine whether the button B(operation switch 13 c) is pressed or not. If the B button is notpressed is determined in the step S74, the process advances to step S76.If the button B is pressed is determined in the step S74, the processadvances to step S75 to perform a frypan space process hereinafterdescribed with reference to FIG. 56, then the process advances to stepS76.

It is determined in the step S76 whether the game is over is not.Specifically, game over determination is made under a proper conditionas suited to a game content, such as game over when a predetermined timehas elapsed. If no game over is determined in the step S76, the processreturns to the step S71. If game over is determined in the step S76, themain routine is ended.

FIG. 56 is a frypan space process flowchart. First, in step S771reference is made to the frypan table to make a change process to theegg X coordinate (Ex) and Y coordinate (Ey). After the step S771, instep S772 an egg jump process is made that is hereinafter described withreference to FIG. 58. After the step S772, in step S773 processing ismade to increase the egg-broil condition (Ef) by 1. After the step S773,it is determined in step S774 whether the egg-broil condition (Ef)becomes 100 or greater or not. If it is determined that the egg-broilcondition (Ef) is smaller than 100, the frypan space process is ended.If the egg-broil condition (Ef) is 100 or greater is determined, theprocess advances to step S775 to perform an egg success process. In theegg success process, a scene, e.g., of completing egg cooking isdisplayed and score-adding process is made. After the step S775, thefrypan space process is ended.

FIG. 57 is a kitchen-knife space process flowchart. First, in step S741reference is made to the kitchen-knife table to perform a change processto the cabbage X coordinate (CAx) and cabbage Y coordinate (CAy). Afterthe step S741, in step S742 a cabbage cut process is made that ishereinafter described with reference to FIG. 59. After the step S742, itis determined in step S743 whether the cabbage cut ratio (CAc) becomes100 or greater or not. If the cabbage cut ratio (CAc) is smaller than100 is determined, the kitchen-knife space process is ended. If thecabbage cut ratio (CAc) is 100 or greater is determined, the processproceeds to step S774 to perform a cabbage success process. In thecabbage success process, a scene, e.g. of completing cabbage cutting isdisplayed and score-adding process is made. After the step S774, thekitchen-knife space process is ended.

FIG. 58 is an egg jump process flowchart. First, it is determined instep S772 a whether there is an output of the Z-axis contact switch ornot (e.g. whether there is an impact input in the Z-axis direction ornot). If it is determined in the step S772 a that there is no output ofthe Z-axis contact switch, the egg jump process is ended. If there is anoutput of the Z-axis contact switch is determined in the step S772 a, instep S772 b display is made jumping the egg. After the step S772 b, instep S772 c the egg is set in height (Eh) to CH (predetermined value).After the step S772 c, in step S772 d a sensor output read process ismade similarly to FIG. 31 of the first embodiment, thereby reading anoutput of the XY-axis acceleration sensor 31 and Z-axis contact switch32 through the sensor interface 33 (correction by 0G position data andneutral position data is omitted). After the step S772 d, in step S772 ereference is made to the egg jump table to perform a change process tothe egg X coordinate (Ex) and egg Y coordinate (Ey). The step S772 e, instep S772 f processing is made to decrease the egg height (Eh) by 1.After the step S772 f, in step S772 g processing is made to displaybased on the egg X coordinate (Ex), Y coordinate (Ey) and height (Eh).After the step S772 g, it is determined in step S772 h whether the egghas landed or not, i.e. the egg height (Eh) has become 0 or not. If theegg has not landed is determined in the step S772 h, the process returnsto the step S772 d. If the egg has landed is determined in the step S772h, it is determined in step S772 a whether an egg landing position iswithin the frypan or not. If determined within the frypan, then in stepS772 j a jump success process has made and then the egg jump process isended. In the jump success process, for example, music of success isgenerated while displaying “SUCCESS” and score-adding process is made.Where it is determined in the S772I that the egg landing position isoutside the frypan, in step S772 k a jump failure process is made andthen the egg jump process is ended. In the jump failure process, forexample, music of failure is generated while displaying “FAILURE” andprocessing is made to render the egg-broil condition (Ef) 0 (re-fryingegg cooking).

FIG. 59 is a cabbage cut process flowchart. First, it is determined instep S742 a whether there is an output of the Z-axis contact switch ornot (i.e. whether there is a movement input in the Z-axis direction ornot). If there is no output of the Z-axis contact switch is determinedin step S742 a, the cabbage cut process is ended. If there is an outputof the Z-axis contact switch is determined in the step S742 a, it isdetermined in step S742 b whether there is a cabbage below the kitchenknife or not. If it is determined in the step S742 b that there is nocabbage below the kitchen knife, the cabbage cut process is ended. Ifthere is a cabbage below the kitchen knife is determined in the stepS742 b, in step S742 c a display process is made (display of cutting aconstant amount of cabbage). After the step S742 c in step S742 dprocessing is made to increase the cabbage cut ratio (CAc) by 1 and thenthe cabbage cut process is ended.

Fourth Embodiment

Next, a fourth embodiment of the invention will be explained withreference to FIG. 60 to FIG. 66. FIG. 60 illustrates a concept view of agame space and example of a game scene of a plurality of portable gameapparatuses. This game shares a game space through communication betweenthe portable game apparatuses so that a plurality of players can enjoy agame while competing (or cooperating) a game similar to the firstembodiment. The game space has a maze plate that is common to theportable game apparatuses 10 and 40 so that the game images on theportable game apparatus 10 and portable game apparatus 40 are on thebasis of the same game space data (note that the range of sight isdifferent between the portable game apparatuses). On the LCD of thefirst portable game apparatus 10 a range 12 shown by the one-dot chainline is displayed. On the LCD of the second portable game apparatus 40,a range 42 shown by the dotted line is displayed. Similarly to the firstembodiment, the tilt of the maze plate as a game space is simulated inaccordance with a tilt of the portable game apparatus. However, in thepresent embodiment, simulation of a maze plate tilt is made by a valuecombining a tilt of the portable game apparatus 10 and a tilt of theportable game apparatus 40 (simulation of a maze plate tilt may be by atilt of one portable game apparatus). A player on the portable gameapparatus 10 would try to operate the tilt of the maze plate by tiltingthe portable game apparatus 10 in order to manipulate his or her ownball 61 a. On the other hand, a player on the portable game apparatus 40would try to operate the tilt of the maze plate by tilting the portablegame apparatus 40 in order to manipulate his or her own ball 61 b. Thus,they are difficult to tilt the maze plate in line with their intentions,providing enjoy for a more complicated game. Incidentally, in thisembodiment, a communication cable 50 is used to communicate between thetwo portable game apparatuses. However, communication means such aswireless or portable phone may be utilized.

The program ROM of the fourth embodiment stores data almost similar tothat of the program ROM (FIG. 16) of the first embodiment. However,further stored in a game program memory area a map confirming programhereinafter described with reference to FIG. 63 and FIG. 64 and acommunication interrupt program hereinafter described with reference toFIG. 65 and FIG. 66, in addition to those of the first embodiment.

Among the programs stored in the game program memory area, the mainprogram, the map confirming program and the communication interruptingprogram are different between the portable game apparatus 10 and theportable game apparatus 40. This is because to perform communicationprocessing using the portable game apparatus 10 as a master unit and theportable game apparatus 40 as a slave unit, the detail of which will behereinafter described with reference to FIG. 61 to FIG. 66.

The work RAM of the fourth embodiment stores data almost similar to thatof the work RAM 17 of the first embodiment. However, a composite datamemory area is further included in addition to those of the firstembodiment. The composite data memory area stores a composite value ofan output value of the XY-axis acceleration sensor 31 and Z-axis contactswitch 32 of the portable game apparatus 10 and an output value of theXY-axis acceleration sensor 31 and Z-axis contact switch 32 of theportable game apparatus 40.

The memory maps of the display RAM and backup RAM are similar to thoseof FIG. 18 and FIG. 19 of the first embodiment, omitting explanation.

Hereunder, a flow of a game program process will be explained withreference to FIG. 61 to FIG. 66.

FIG. 61 is a main routine flowchart to be executed in the portable gameapparatus 10. Although in this embodiment the 0G set process,neutral-position set process and impact-input wave generation processare omitted for the sake of simplifying explanation, these processes maybe added similarly to the first embodiment.

First, in step S81 p a game-map select process is performed similarly toFIG. 30 of the first embodiment. After the step S81 p, in step S82 preference is made to FIG. 63 to perform a master-machine-map confirmingprocess hereinafter described with reference to FIG. 63. After the stepS82 p, the process advances to step S83 p.

Steps S83 p to S85 p are a main loop to be repeatedly processed untilgame-over or game-clear is reached. In step S83 p, required data iswritten to the display RAM 25 based on the data of the work RAM 26 sothat game scenes are displayed on the LCD 12 based on the data stored onthe display RAM 25. In step S84 p, an each-object moving process (wavemoving process is omitted) is made similarly to that of FIG. 32 to FIG.36 of the first embodiment, thus processing to move the player characterand NPC. After the step S84 p, in step S85 p a collision process isperformed similarly to that of FIG. 37 of the first embodiment, thusprocessing to collide the player character with an NPC or the like.After the step S85 p, in step S86 p a screen scroll process is madesimilarly to that of FIG. 40 of the first embodiment.

FIG. 62 is a main routine flowchart to be executed in the portable gameapparatus 40. Although in this embodiment the 0G set process,neutral-position set process and impact-input wave generation processare omitted in order for simplifying explanation, these processes may beadded similarly to the first embodiment.

First, in step S81 c a game-map select process is made similarly to thatof FIG. 30 of the first embodiment. After the step S81 c, in step S82 ca slave-machine map confirming process is performed that is hereinafterdescribed with reference to FIG. 64. After the step S82 c, the processadvances to step S83 c.

Steps S83 c to S88 c are a main loop to be repeated until game-over orgame-clear is reached. First, in step S83 c required data is written tothe display RAM 25 on the basis of the data of the work RAM 26 so thatgame scenes are displayed on the LCD 12 on the basis of the data storedon the display RAM 25. After the step S83 c, in step S84 c a sensoroutput read process is made similarly to that of FIG. 31 of the firstembodiment. This reads an output value of the XY-axis accelerationsensor 31 and Z-axis contact switch 32 through the sensor interface 33(correction by 0G position data and neutral position data is omitted).After the step S84 c, in step S85 c an interrupt signal and theacceleration-sensor output value data (INx, INy, INz) read out in theformer step S84 and stored to the work RAM 26 are transmitted to theportable game apparatus 10. The portable game apparatus 10 receives theinterrupt signal and starts a master-machine communication interruptprocess hereinafter described with reference to FIG. 65. After the stepS85 c, in step S86 c an each-object moving process (wave moving processis omitted) is performed similarly to that of FIG. 32 to FIG. 36 of thefirst embodiment, thereby performing a moving process for the playercharacter and NPC. After the step S86 c, in step S87 c a collisionprocess is performed similarly to that of FIG. 37 of the firstembodiment, thus processing to collide the player character with an NPCor the like. After the step S87 c, in step S88 c a screen scroll processis made similarly to that of FIG. 40 of the first embodiment.

FIG. 63 is a master-machine map confirmation process flowchart to beexecuted in the portable game apparatus 10. First, in step S87 p 1 themap number data stored on ones own work RAM 26 is transmitted to theportable game apparatus 40. After the step S87 p 1, in step S87 p 2 datatransmission and reception is made. Specifically, received is the mapnumber data transmitted from the portable game apparatus 40 in a stepS87 c 3 of a slave-machine map confirmation process hereinafterdescribed with reference to FIG. 64. If data reception is determined instep S87 p 3, it is then determined in step S87 p 4 whether the own mapnumber data agrees with the map number data of the portable gameapparatus 40 received in the former step S87 p 2 or not. If agreement ofthe map number data is determined in step S87 p 4, the master-machinemap confirmation process is ended. If no agreement of the map numberdata is determined in the step S87 p 4, the process returns to the gamemap select process in step S81 p of the main routine of FIG. 61.

FIG. 64 is a slave-machine map confirmation process flowchart to beexecuted in a portable game apparatus 40. First, in step S87 c 1 datatransmission and reception is made. Specifically, received is the mapnumber data transmitted from the portable game apparatus 10 in step S87p 1 of the master-machine map confirmation process of FIG. 63. If datareception is determined in step S87 c 2, in step S87 c 3 the map numberdata stored on ones own work RAM 26 is transmitted to the portable gameapparatus 10. After the step S87 c 3, it is determined in step S87 c 4whether the own map number data agrees with the map number data of theportable game apparatus received in the former step S87 c 1 or not. Ifagreement of the map number data is determined in step S87 c 4, theslave-machine map confirmation process is ended. If no agreement of themap number data is determined in the step S87 c 4, the process returnsto the game map select process in step S81 c of the main routine of FIG.62.

FIG. 65 is a master-machine communication interrupt process flowchart tobe executed in the portable game apparatus 10. This process is startedby an interrupt signal transmitted in the step S85 c of the main routinefor the portable game apparatus 40 shown in FIG. 62. First, in step S91p data transmission and reception is made. Specifically, received is anacceleration-sensor output value of the portable game apparatus 40transmitted in the step S85 c of the main routine for the portable gameapparatus 40 shown in FIG. 62. After the step S91 p, in step S92 p asensor output read process is made similarly to that of FIG. 31 of thefirst embodiment, thereby reading an output value of the XY-axisacceleration sensor 31 and Z-axis contact switch 32 through the sensorinterface 33 (correction by 0G position data and neutral position datais omitted). After step S92 p, in step S93 p composition is made of anacceleration-sensor output value of the portable game apparatus 40received in the former step S91 p and an acceleration-sensor outputvalue of portable game apparatus 10 read out in the former step S92 p.Here, composition may be by a calculation process of mere addition, orby calculation of a composite value from two values through a complicatecalculation formula, e.g. adding two values together with weighting.After the step S93 p, in step S94 p an interrupt signal and thecomposite data calculated in the former step S93 p are transmitted tothe portable game apparatus 40.

FIG. 66 is a slave-machine communication interrupt flowchart to beexecuted in the portable game apparatus 40. This process is startedaccording to an interrupt signal transmitted in step S94 p of themaster-machine communication interrupt process of FIG. 65. In step S91 cthe composite data is received from the portable game apparatus 10, andthe process is ended.

Although in the above embodiment the portable game apparatus wasprovided with detecting means, detecting means may be provided on acontroller of a home-use game machine, personal computer, orbusiness-purpose game machine as shown in FIG. 67. In this case, aplayer can control a game space displayed on a display device, such astelevision receiver, by tilting or applying a movement or impact to thecontroller. For example, as shown in FIG. 68 tilting the controllerprovides display of tilting a plate as a game space on the displaydevice wherein simulation is provided to roll a ball on the plate.Simulation is such that tilting the controller to the right provides atilt of the plate to the right to roll the ball to the right whereastilting the controller to the left provides a tilt of the plate to theleft to roll the ball to the left.

Although in the above embodiments the acceleration sensor was providedon the cartridge, the acceleration sensor may be provided on the side ofthe portable game apparatus main body. In the case of providing anacceleration sensor on the side of the portable game apparatus mainbody, there is no need to provide an acceleration sensor for eachcartridge, reducing cost. Also, the information storage medium used forthe portable game apparatus is not limited to a cartridge but may be anIC card, such as a PC card.

Although in the above first embodiment the neutral position data wasstored on the work RAM 26 and set up each time of game play, it may bestored on the backup RAM 35 so that the same data can be utilized innext-round of game play.

Although in the above first embodiment the neutral position wasdetermined by a player, neutral position data may be previously storedin a game program so that it can be utilized. Also, a plurality ofneutral position data may be stored so that a player can select any ofthem.

In the first embodiment, the game characters employed only the playercharacter (ball) and enemy character (tortoise). However, in addition tothem, it is possible to appear NPC (non-player character), such as allycharacters, assisting the player character or neutral characters. TheseNPCs, although self-controlled according to a game program (NPC notself-controlled may be provided), may be moved or deformed according toan operation (tilt, movement or impact input) by a player.

Although in the above first embodiment game-space control was based onlyon an output of the acceleration sensor, there may provided a portion ofa game space to be controlled according to an operation switch. Forexample, it is possible to contemplate such a game that in a pin ballgame a flipper operates when pressing an operation switch whilecontrolling a pin ball board as a game space by tilting or swinging theportable game apparatus.

Also, in a game so-called “fall game” wherein fall objects are piled upso that score is calculated according to a state of piling up, it ispossible to contemplate such a game that an object is changed indirection by operation switches or moved at high speed due to impactinput or deformed due to movement input in the Z-axis direction whilecontrolling the game space by tilting or swinging the portable gameapparatus

Although in the above first embodiment the game characters were moved inaccordance with a tilt of the portable game apparatus (i.e. tilt of themaze plate as a game space), they may be moved according to a movementor impact to the portable game apparatus. For example, it is possible tocontemplate to provide display and control such that, when the portablegame apparatus is slid, simulation is given to move a maze plate wallsimilarly, moving a game character contacting the wall as if it werepressed by the wall.

Although in the above embodiment the player character (ball) itself wasdisplayed moving, the player character may be displayed fixedly and thegame space be scrolled so that the player character is displayed movingrelative to the game space.

Although in the above fourth embodiment the two players made the samecontrol to tilt the maze plate, the two players may do individualcontrol. For example, it is possible to contemplate such a game that oneplayer tilts the portable game apparatus to control and tilt a mazeplate whereas the other player inputs movement in the Z-axis directionto the portable game apparatus to cause a game character to jump orapplies an impact in the XY-axis direction to generate and controlwaves.

In the above fourth embodiment, the portable game apparatus 10 storedthe master-machine program and the portable game apparatus 40 aslave-machine program, in respect of the main, map confirmation andcommunication interrupt programs. Instead, both master-machine programand slave-machine program may be stored on each of the portable gameapparatus 10 and the portable game apparatus 40 so that setting can bemade as to which one is used as a master or slave unit prior to a startof a game and the program be selected according to such setting.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

1-17. (canceled)
 18. A game system structured at least by two gameapparatuses, wherein the two game apparatuses each have game programstorage means to store a program, processing means to execute a gameprogram, and a housing to be held by a player, and in a related fashiondisplay means to display an image based on a result of processing bysaid processing means, at least one of the two game apparatuses beingprovided related to said housing and having change-state detecting meansto detect at least one of an amount and a direction of a change appliedto the housing, the game system further having data transmitting meansconnected to the two game apparatuses and for transmittingmutually-related data to the game apparatus on the opposite side, arespective of the game program storage means of the two game apparatuseshaving the following: game space data including image data to display aspace for game play; and display control programs to cause said displaymeans to display a game space based on the game space data, wherein saidgame program storage means of at least the other of said two gameapparatuses further including a simulation program to provide simulationbased on an output of said change-state detecting means of said one gameapparatus transmitted through said data transmitting means such that astate of the game space of the other of said game apparatuses is changedrelated to at least one of an amount and a direction of a change appliedto said housing of one of said game apparatuses.
 19. A game systemaccording to claim 18, wherein said change-state detecting means arerespectively provided on said two game apparatuses, and the respectiveof said game program storage means of said two game apparatusesincluding a simulation program to provide simulation based on an outputof said change-state detecting means of said one game apparatus suchthat a state of the game space of said the other game apparatus ischanged related to at least one of an amount and a direction of a changeapplied to said housing of said one game apparatus.
 20. A game systemaccording to claim 18, wherein the game space data stored in said gameprogram storage means of said the other game apparatus are selected samegame space data, the simulation program of said one game apparatuschanging a state of the game space of said one game apparatuscorrespondingly to a state of the other game space to be simulated bythe game space control program, and the simulation program of said othergame apparatus changing a state of the game space of said the other gameapparatus correspondingly to a state of one game space to be simulatedby the game space control program.
 21. A game control method for a gameapparatus including a housing to be held by a player and change-statedetecting means provided related to the housing and for detecting atleast one of an amount or a direction of a change applied to thehousing, comprising the steps of: (a) displaying a game space accordingto a game program; and (b) simulating based on an output of saidchange-state detecting means such that a state of the game space ischanged related to at least one of an amount and a direction of a changeapplied to said housing: